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

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

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

[State 0, 서있음]
type = destroyself
trigger1 = ishelper

[State 0, 서있음]
type = ChangeAnim
triggerall = name = "Dark Heaven"
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0

[State 0, 서있음]
type = VelSet
triggerall = name = "Dark Heaven"
trigger1 = Time = 0
y = 0

[State 0, 서있음]
type = VelSet
triggerall = name = "Dark Heaven"
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, 서있음]
type = lifeset
trigger1 = name != "Dark Heaven"
ignorehitpause = 1
value = 0

[State 0, 서있음]
type = powerset
trigger1 = name != "Dark Heaven"
ignorehitpause = 1
value = 0

[State 0, 서있음]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven"
value = 0

[State 0, 서있음]
type = VarRangeSet
trigger1 = enemynear,name="Dark Heaven"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven"
fvalue = 0
IgnoreHitPause = 1

[State 0, 서있음]
type = VarSet
trigger1 = enemynear,name="Dark Heaven"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven"
sysvar(1) = 0
IgnoreHitPause = 1

[State 0, 서있음]
type = VarSet
trigger1 = enemynear,name="Dark Heaven"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven"
sysvar(2) = 0
IgnoreHitPause = 1

[State 0, 서있음]
type = VarSet
trigger1 = enemynear,name="Dark Heaven"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven"
sysvar(3) = 0
IgnoreHitPause = 1

[State 0, 서있음]
type = VarSet
trigger1 = enemynear,name="Dark Heaven"&&enemynear,fvar(37)=1&&!ishelper&&name!="Dark Heaven"
sysvar(4) = 0
IgnoreHitPause = 1

[State 0, 서있음]
type = changeanim
triggerall = name != "Dark Heaven"
trigger1 = selfanimexist(anim)
value = anim
elem = animelemno(-1)

[State 0, 서있음]
type = statetypeset
trigger1 = name != "Dark Heaven"
value = S
physics = N

[State 0, 서있음]
type = VelSet
trigger1 = name != "Dark Heaven"
x = 0
y = 0

[State 0, 서있음]
type = CtrlSet
triggerall = name != "Dark Heaven"
trigger1 = alive
value = 0

[State 0, 서있음]
type = AssertSpecial
trigger1 = name != "Dark Heaven" && !alive
flag = invisible

[State 0, 서있음]
type = ChangeState
triggerall = name != "Dark Heaven"
trigger1 = alive && time >= 20
value = 6305

[State 0, 서있음]
type = ChangeState
triggerall = name != "Dark Heaven"
trigger1 = !alive
value = 6251

[State 0, 서있음]
type = ChangeState
triggerall = name = "Dark Heaven"
trigger1 = !alive
value = 5050

[State 0, 서있음]
type = CtrlSet
triggerall = var(57) != 1
trigger1 = prevstateno = 2201
value = 1
ignorehitpause = 1
persistent = 1

[State 0, 서있음]
type = CtrlSet
triggerall = var(57) = 1
trigger1 = prevstateno = 2201
value = 0
ignorehitpause = 1
persistent = 1

[State 0, 서있음]
type = ChangeState
triggerall = var(57) = 1
trigger1 = prevstateno = 2201
value = 2203
ignorehitpause = 1

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

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

[State 10, 앉기]
type = VelMul
trigger1 = Time = 0
x = .75

[State 10, 앉기]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

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

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

[State 11, 앉음]
type = ChangeAnim
trigger1 = Anim != 11 && Anim != 6
trigger2 = Anim = 6 && AnimTime = 0
value = 11

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

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

[State 12, 일어서기]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

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

[State 20, 걷기]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)

[State 20, 걷기]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)

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

[State 20, 걷기]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21

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

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

[State 40, 뛰기 시작함]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(15) <= 0
value = 40, 1

[State 40, 뛰기 시작함]
type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(15) > 1
value = 40, 2

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

[State 40, 뛰기 시작함]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 뛰기 시작함]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

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

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

[State 40, 뛰기 시작함]
type = ChangeState
triggerall = var(30) != 1
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 40, 뛰기 시작함]
Type = ChangeState
triggerall = var(30) = 1
Trigger1 = Time = 0
Value = 0
Ctrl = 1
IgnoreHitPause = 1

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

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

[State 45, 공중 연속뛰기 시작함]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44

[State 45, 공중 연속뛰기 시작함]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41

[State 45, 공중 연속뛰기 시작함]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 45, 공중 연속뛰기 시작함]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 45, 공중 연속뛰기 시작함]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 45, 공중 연속뛰기 시작함]
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 45, 공중 연속뛰기 시작함]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1

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

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

[State 50, 뛰어오름]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 뛰어오름]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 뛰어오름]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;-------------------------------------------------------------------------------
; 뛴 다음 하강 (empty state for compatibility)
;-------------------------------------------------------------------------------

[Statedef 51, 뛴 다음 하강 (empty state for compatibility)]
type    = A
physics = A

[State 51, 뛴 다음 하강 (empty state for compatibility)]
type = Null
trigger1 = 1

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

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

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

[State 52, 착지]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 착지]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 착지]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 착지]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 100, 앞으로 달리기]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 105
value = 105, 0

[State 100, 앞으로 달리기]
type = poweradd
triggerall = time = 0
trigger1 = prevstateno = 150
trigger2 = prevstateno = 151
value = -500

[State 100, 앞으로 달리기]
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 100, 앞으로 달리기]
type = PlaySnd
trigger1 = animelem = 3
value = 700, 1

[State 100, 앞으로 달리기]
type = VelSet
trigger1 = animelem = 3
x = const(velocity.run.fwd.x)

[State 100, 앞으로 달리기]
type = VelSet
trigger1 = animelem = 15
x = 0

[State 100, 앞으로 달리기]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 앞으로 달리기]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 앞으로 달리기]
type = ChangeState
trigger1 = command = "holdfwd"
trigger1 = animelem = 14,>=0
value = 101

[State 100, 앞으로 달리기]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

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

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

[State 101, 앞으로 달리기]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[State 101, 앞으로 달리기]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101, 앞으로 달리기]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 101, 앞으로 달리기]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

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

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

[State 105, 뒤로 달리기]
type = ChangeState
trigger1 = Time = 7
value = 106

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

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

[State 106, 뒤로 달리기]
type = VelSet
trigger1 = Time = 0
x = -7.5
y = -3.8

[State 106, 뒤로 달리기]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 107

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

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

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

[State 107, 뒤로 달리기]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 107, 뒤로 달리기]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, 뒤로 달리기]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 107, 뒤로 달리기]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 달려 뛰기
;-------------------------------------------------------------------------------

[Statedef 110, 달려 뛰기]
type    = S
physics = N

[State 110, 달려 뛰기]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 110, 달려 뛰기]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 110, 달려 뛰기]
type = VelSet
trigger1 = Time = 0
x = 0
z = -7

[State 110, 달려 뛰기]
type = VelMul
trigger1 = 1
z = 0.8

[State 110, 달려 뛰기]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 110, 달려 뛰기]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 110, 달려 뛰기]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------------------------------------------------------
; 달려 착지
;-------------------------------------------------------------------------------

[Statedef 115, 달려 착지]
type    = S
physics = N

[State 115, 달려 착지]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 115, 달려 착지]
type = ChangeAnim
trigger1 = Time = 0
value = 110

[State 115, 달려 착지]
type = VelSet
trigger1 = Time = 0
x = 0
z = 7

[State 115, 달려 착지]
type = VelMul
trigger1 = 1
z = 0.8

[State 115, 달려 착지]
type = VelSet
trigger1 = AnimTime = -8
z = 0

[State 115, 달려 착지]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 115, 달려 착지]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

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

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

[State 120, 막기 (시작)]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 120, 막기 (시작)]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 120, 막기 (시작)]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 120, 막기 (시작)]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 120, 막기 (시작)]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

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

[State 120, 막기 (시작)]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

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

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

[State 130, 서서 막기 (막는 중)]
type = ChangeAnim
trigger1 = Anim != 130
value = 130

[State 130, 서서 막기 (막는 중)]
type = ChangeState
trigger1 = command = "holddown"
value = 131

[State 130, 서서 막기 (막는 중)]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

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

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

[State 131, 앉아 막기 (막는 중)]
type = ChangeAnim
trigger1 = Anim != 131
value = 131

[State 131, 앉아 막기 (막는 중)]
type = ChangeState
trigger1 = command != "holddown"
value = 130

[State 131, 앉아 막기 (막는 중)]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

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

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

[State 132, 공중 막기 (막는 중)]
type = ChangeAnim
trigger1 = Anim != 132
value = 132

[State 132, 공중 막기 (막는 중)]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 132, 공중 막기 (막는 중)]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)

[State 132, 공중 막기 (막는 중)]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 132, 공중 막기 (막는 중)]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 132, 공중 막기 (막는 중)]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130

[State 132, 공중 막기 (막는 중)]
type = ChangeState
trigger1 = sysvar(0)
value = 52

[State 132, 공중 막기 (막는 중)]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140

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

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

[State 140, 막기 (종료)]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2

[State 140, 막기 (종료)]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S

[State 140, 막기 (종료)]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C

[State 140, 막기 (종료)]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A

[State 140, 막기 (종료)]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C

[State 140, 막기 (종료)]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S

;[State 140, 막기 (종료)] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51

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

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

[State 150, 서서 막고 맞음 (흔들림)]
type = destroyself
trigger1 = 1
ignorehitpause = 1
pausemovetime = 99999999
supermovetime = 99999999

[State 150, 서서 막고 맞음 (흔들림)]
type = ChangeAnim
trigger1 = 1
value = 150
ignorehitpause = 1
persistent = 0

[State 150, 서서 막고 맞음 (흔들림)]
type = ChangeState
trigger1 = HitShakeOver
value = 151

[State 150, 서서 막고 맞음 (흔들림)]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 3

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

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

[State 151, 서서 막고 맞음 (뒤로 밀림)]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 151, 서서 막고 맞음 (뒤로 밀림)]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 151, 서서 막고 맞음 (뒤로 밀림)]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 151, 서서 막고 맞음 (뒤로 밀림)]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 130
ctrl = 1

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

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

[State 152, 앉아 막고 맞음 (흔들림)]
type = ChangeAnim
trigger1 = 1
value = 151
ignorehitpause = 1
persistent = 0

[State 152, 앉아 막고 맞음 (흔들림)]
type = ChangeState
trigger1 = HitShakeOver
value = 153

[State 152, 앉아 막고 맞음 (흔들림)]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

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

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

[State 153, 앉아 막고 맞음 (뒤로 밀림)]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 153, 앉아 막고 맞음 (뒤로 밀림)]
type = VelSet
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 153, 앉아 막고 맞음 (뒤로 밀림)]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 153, 앉아 막고 맞음 (뒤로 밀림)]
type = ChangeState
trigger1 = Time >= GetHitVar(hittime)
value = 131
ctrl = 1

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

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

[State 154, 공중 막고 맞음 (흔들림)]
type = ChangeAnim
trigger1 = 1
value = 152

[State 154, 공중 막고 맞음 (흔들림)]
type = ChangeState
trigger1 = HitShakeOver
value = 155 

[State 154, 공중 막고 맞음 (흔들림)]
type = ForceFeedback
trigger1 = Time = 0
waveform = square
time = 4

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

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

[State 155, 공중 막고 맞음 (저편으로 밀림)]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 155, 공중 막고 맞음 (저편으로 밀림)]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 155, 공중 막고 맞음 (저편으로 밀림)]
type = CtrlSet
trigger1 = Time = GetHitVar(ctrltime)
value = 1

[State 155, 공중 막고 맞음 (저편으로 밀림)]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (Vel y > 0)

[State 155, 공중 막고 맞음 (저편으로 밀림)]
type = VelSet
trigger1 = sysvar(0)
y = 0

[State 155, 공중 막고 맞음 (저편으로 밀림)]
type = PosSet
trigger1 = sysvar(0)
y = 0

[State 155, 공중 막고 맞음 (저편으로 밀림)]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = Command != "holdback"
value = 52

[State 155, 공중 막고 맞음 (저편으로 밀림)]
type = ChangeState
trigger1 = sysvar(0)
value = 130

;-------------------------------------------------------------------------------
; 패배 (시간 초과)
;-------------------------------------------------------------------------------

[Statedef 170, 패배 (시간 초과)]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 170, 패배 (시간 초과)]
type = NotHitBy
trigger1 = 1
value = SCA

[State 170, 패배 (시간 초과)]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0, 1

[State 170, 패배 (시간 초과)]
type = changeanim
trigger1 = var(2) = [0,1]
value = 171
persistent = 0

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

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

[State 175, 무승부 (시간 초과)]
type = ChangeState
trigger1 = Time = 0
trigger1 = !SelfAnimExist(175)
value = 170

[State 175, 무승부 (시간 초과)]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 무승부 (시간 초과)]
type = NotHitBy
trigger1 = 1
value = SCA

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

[Statedef 180, 승리]
type = S

[State 180, 승리]
type = CtrlSet
trigger1 = roundstate != 2
value = 0

[State 180, 승리]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,2

[State 180, 승리]
type = ChangeAnim
triggerall = var(2) = 0
trigger1 = time = 0
value = 184

[State 180, 승리]
type = ChangeAnim
triggerall = var(2) = 1
trigger1 = time = 0
value = 186

[State 180, 승리]
type = ChangeAnim
triggerall = var(2) = 2
trigger1 = time = 0
value = 183

[State 180, 승리]
type = PlaySnd
triggerall = var(2) = 0
trigger1 = animelem = 9
value = 184,0

[State 180, 승리]
type = Explod
triggerall = var(2) = 0
trigger1 = animelem = 1
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 180, 승리]
type = Explod
triggerall = var(2) = 1
trigger1 = animelem = 3
anim = 187
id = 185
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 180, 승리]
type = Explod
triggerall = var(2) = 1
trigger1 = animelem = 5
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 180, 승리]
type = PlaySnd
triggerall = var(2) = 2
trigger1 = animelem = 6
value = 187,0

[State 180, 승리]
type = PlaySnd
triggerall = var(2) = 2
trigger1 = animelem = 23
value = 187,1

[State 180, 승리]
type = Explod
triggerall = var(2) = 2
trigger1 = animelem = 6
anim = 185
id = 185
sprpriority = -5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
removetime = -1
under = 0

[State 180, 승리]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 180, 승리]
type = AssertSpecial
trigger1 = time = [0,200]
flag = roundnotover

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

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

[State 190, 시작]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,1

[State 190, 시작]
type = ChangeAnim
triggerall = var(2) != [0,1]
trigger1 = SelfAnimExist(190)
value = 190

[State 190, 시작]
type = ChangeAnim
triggerall = var(2) = [0,1]
trigger1 = time = 0
value = 192

[State 190, 시작]
type = PlaySnd
triggerall = var(2) = [0,1]
trigger1 = animelem = 10
value = 193,0

[State 190, 시작]
type = PlaySnd
triggerall = var(2) = [0,1]
trigger1 = animelem = 27
value = 193,1

[State 190, 시작]
type = PlaySnd
triggerall = var(2) = [0,1]
trigger1 = animelem = 27
value = 193,2

[State 190, 시작]
type = Explod
triggerall = var(2) = [0,1]
trigger1 = animelem = 27
anim = 191
id = 191
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 190, 시작]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 시작]
type = ChangeState
triggerall = var(57) = 1
trigger1 = palno = 12
value = 3200
ctrl = 0

[State 190, 시작]
type = ChangeState
triggerall = var(57) != 1
triggerall = var(2) = [0,1]
trigger1 = AnimTime = 0
value = 0

;===============================================================================
;===============================================================================
;===============================================================================
; 일반 기술
;===============================================================================
;===============================================================================
;===============================================================================

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

[Statedef 195, 도발]
type = S
ctrl = 0
anim = 196
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 195, 도발]
type = varadd
triggerall = !ishelper
triggerall = palno = 12
triggerall = roundstate = 2 && var(1) = 1
trigger1 = (gametime%4) = 1
v = 45
value =16+((life<lifemax/4)*(powermax/2000))+(var(29)>=1)*16+(var(44)>=1)*32
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

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

;-------------------------------------------------------------------------------
; 피의 계약
;-------------------------------------------------------------------------------

[Statedef 196, 피의 계약]
type = S
ctrl = 0
anim = 100007
velset = 0,0
sprpriority = 2

[State 196, 피의 계약]
type = PlaySnd
trigger1 = animelem = 5
value = 240,0

[State 196, 피의 계약]
type = PlaySnd
trigger1 = animelem = 5
value = 2562,15

[State 196, 피의 계약]
type = PlaySnd
trigger1 = animelem = 5
value = 2562,19

[State 196, 피의 계약]
type = PlaySnd
trigger1 = animelem = 5
value = 8691,4

[State 196, 피의 계약]
type = Explod
trigger1 = animelem = 3
anim = 100008
id = 100008
sprpriority = 999
postype = p1
ownpal = 1
pos = 0,0
bindtime = -1
under = 0

[State 196, 피의 계약]
type = Explod
trigger1 = animelem = 5
anim = 185
id = 100008
sprpriority = -5
postype = p1
pos = 0,0
bindtime = -1
removetime = 220
under = 0

[State 196, 피의 계약]
type = NotHitBy
trigger1 = var(29)>=1||var(1)=1
trigger2 = palno=12
value = SCA

[State 196, 피의 계약]
type = CtrlSet
trigger1 = time >= 250
value = 1
ignorehitpause = 1

[State 196, 피의 계약]
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 196, 피의 계약]
type = LifeAdd
triggerall = var(1) = 0
trigger1 = animelem = 5
value = -lifemax/5

[State 196, 피의 계약]
type = poweradd
triggerall = var(1) = 0
trigger1 = animelem = 5
value = powermax/24

[State 196, 피의 계약]
type = varAdd
triggerall = var(1) != 0
triggerall = life > lifemax/2
trigger1 = animelem = 5
v = 46
value = -lifemax/10
ignorehitpause = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 196, 피의 계약]
type = varAdd
triggerall = var(1) != 0
triggerall = life <= lifemax/2
triggerall = life > lifemax/4
trigger1 = animelem = 5
v = 46
value = -lifemax/20
ignorehitpause = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 196, 피의 계약]
type = varAdd
triggerall = var(1) != 0
triggerall = life <= lifemax/4
triggerall = life > lifemax/10
trigger1 = animelem = 5
v = 46
value = -lifemax/50
ignorehitpause = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 196, 피의 계약]
type = varAdd
triggerall = var(1) != 0
triggerall = life <= lifemax/10
triggerall = life > lifemax/20
trigger1 = animelem = 5
v = 46
value = -lifemax/100

[State 196, 피의 계약]
type = varAdd
triggerall = palno = 12
triggerall = life <= lifemax/20
triggerall = life > lifemax/100
trigger1 = animelem = 5
v = 46
value = -lifemax/200
ignorehitpause = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 196, 피의 계약]
type = varAdd
triggerall = var(1) != 0
triggerall = life <= lifemax/100
triggerall = life > lifemax/200
trigger1 = animelem = 5
v = 46
value = -1
ignorehitpause = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 196, 피의 계약]
type = varAdd
triggerall = var(1) != 0
triggerall = life <= lifemax/200
trigger1 = animelem = 5
v = 46
value = 0
ignorehitpause = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 196, 피의 계약]
type = LifeAdd
trigger1 = var(1) = 1
trigger1 = life <= 5
trigger1 = var(42) = 1000
value = lifemax*1/2 + random%72
absolute = 1

[State 196, 피의 계약]
type = varadd
triggerall = enemy,life >= life
triggerall = !ishelper
triggerall = var(1) = 1
trigger1 = animelem = 5
v = 45

value=powermax/8+((var(29)>=1)*powermax/6)+((var(44)>=1)*powermax/3)+((life<=600)&&var(1)=1)*2000+((life<=300)&&palno=12)*powermax/6+(var(42)=1000)*powermax/3
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 196, 피의 계약]
type = varadd
triggerall = enemy,life < life
triggerall = !ishelper
triggerall = var(1) = 1
trigger1 = animelem = 5
v = 45
value=powermax/24+((var(29)>=1)*powermax/12)+((var(44)>=1)*powermax/6)+((life<=600)&&var(1)=1)*1000+((life<=300)&&palno=12)*powermax/12+(var(42)=1000)*powermax/6
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 196, 피의 계약]
type = ChangeState
trigger1 = var(1) = 1
trigger1 = time >= 250
trigger2 = var(1) != 1
trigger2 = time >= 210
value = 0
ctrl = 1

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

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

[State 200, 일반 공격]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 200, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 200, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 200, 일반 공격]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22134
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 50, -89 
hitsound   = s300, var(6)
guard.sparkno = s22113 + var(35)
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 200, 일반 공격]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state 200, 일반 공격]
type = ctrlset
trigger1 = animelem = 4 -1*((var(1)=1)||(var(29)>=1))
value = 1

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

;-------------------------------------------------------------------------------
; 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 205, 일반 공격]
type = VelAdd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5.1

[State 205, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 205, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 205, 일반 공격]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 22135
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
air.velocity = -1.4,-3

[State 205, 일반 공격]
type = PlaySnd
trigger1 = animelem = 2
value = 201, 0

[state 200, 일반 공격]
type = ctrlset
trigger1 = animelem = 4 -1*((var(1)=1)||(var(29)>=1))
value = 1

[State 205, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 210, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 210

[State 210, 일반 공격]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 20

[State 210, 일반 공격]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210, 일반 공격]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 7
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210, 일반 공격]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 4
anim = 22067
trans = sub
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210, 일반 공격]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 7
anim = 22066
trans = sub
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 210, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -6.4

[State 210, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 19

[State 210, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 210, 일반 공격]
type = Projectile
trigger1 = AnimElem = 8
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,10
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[State 210, 일반 공격]
type = CtrlSet
trigger1 = (animelem=11-1*((var(1)=1)||(var(29)>=1)))||(var(1)!=1&&time >= 37)
value = 1

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

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

[Statedef 215, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 50
ctrl = 0
velset = 0,0
anim = 215
sprpriority = 2

[State 215, 일반 공격]
type = PlaySnd
trigger1 = animelem = 2
value = 2562, 20

[State 215, 일반 공격]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215, 일반 공격]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 5
anim = 22066
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215, 일반 공격]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 2
anim = 22067
trans = sub
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215, 일반 공격]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 5
anim = 22066
trans = sub
id = 211
sprpriority = 5
postype = p1
pos = 60,-70
bindtime = 1
supermove = 1
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 215, 일반 공격]
type = Veladd
Trigger1 = projhit35600 = 1 && FrontEdgeDist <= 60 || projguarded35600 >= 1 && FrontEdgeDist <= 60
x = -6.4

[State 215, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 15

[State 215, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 215, 일반 공격]
type = Projectile
trigger1 = AnimElem = 6
attr = S, NA
projanim = 22136
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.1 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,10
sparkno = s22109 + var(35)
sparkxy = 40, -69
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3
envshake.time = 7
envshake.ampl = 7

[State 215, 일반 공격]
type = CtrlSet
trigger1 = (animelem=9-1*((var(1)=1)||(var(29)>=1)))||(var(1)!=1&&time >= 25)
value = 1

[State 215, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 230, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 230, 일반 공격]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 230, 일반 공격]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 999
PauseMoveTime = 999

[State 230, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 230, 일반 공격]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5 +(var(1)=1)*3.4

[State 230, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 230, 일반 공격]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 230, 일반 공격]
type = posadd
trigger1 = animelem = 3
x = 4

[State 230, 일반 공격]
type = CtrlSet
trigger1 = (animelem=8-1*((var(1)=1)||(var(29)>=1)))||(var(1)!=1&&time >= 25)
value = 1

[State 230, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 235, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 30
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 235, 일반 공격]
type = PlaySnd
trigger1 = animelem = 4
value = 240, 1

[State 235, 일반 공격]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
SuperMoveTime = 999
PauseMoveTime = 999

[State 235, 일반 공격]
type = veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -5 +(var(1)=1)*3.4

[State 235, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 8

[State 235, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 235, 일반 공격]
type = Projectile
trigger1 = AnimElem = 4
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,7
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s330,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 235, 일반 공격]
type = posadd
trigger1 = animelem = 3
x = 4

[State 235, 일반 공격]
type = CtrlSet
trigger1 = (animelem=8-1*((var(1)=1)||(var(29)>=1)))||(var(1)!=1&&time >= 25)
value = 1

[State 235, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 240, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 일반 공격]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240, 일반 공격]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 240, 일반 공격]
type = Envcolor
triggerall = var(1) != 1
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240, 일반 공격]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 240, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.8 +(var(1)=1)*3.2

[State 240, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 240, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 240, 일반 공격]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3,-6
fall = 1
fall.recover = 0
nochainID = 1200

[State 240, 일반 공격]
type = posadd
trigger1 = animelem = 3
x = 4

[State 240, 일반 공격]
type = CtrlSet
trigger1 = (animelem=8-1*((var(1)=1)||(var(29)>=1)))||(var(1)!=1&&time >= 25)
value = 1

[State 240, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[Statedef 245, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 60
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 245, 일반 공격]
type = Explod
trigger1 = animelem = 4
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245, 일반 공격]
type = PlaySnd
trigger1 = animelem = 4
value = 2562, 11

[State 245, 일반 공격]
type = Envcolor
triggerall = var(1) != 1
trigger1 = projhit35600 >= 1
ignorehitpause = 1
value = 255, 0, 0
time = 1
under = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245, 일반 공격]
type = Explod
trigger1 = animelem = 2
anim = 241
id = 241
sprpriority = 5
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
ignorehitpause = 0
under = 0
ownpal = 1
SuperMoveTime = 999
PauseMoveTime = 999

[State 245, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.8 +(var(1)=1)*3.2

[State 245, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 2

[State 245, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 245, 일반 공격]
type = Projectile
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
attr = S, NA
projanim = 22137
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.035 * enemy,Const(data.life)) ,Ceil(0.008 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,1
sparkno = s22109 + var(35)
sparkxy = 50, -85
hitsound   = s2562,10
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -3,-7
air.velocity = -3,-6
fall = 1
fall.recover = 0
nochainID = 1200

[State 245, 일반 공격]
type = posadd
trigger1 = animelem = 3
x = 4

[State 245, 일반 공격]
type = CtrlSet
trigger1 = (animelem=8-1*((var(1)=1)||(var(29)>=1)))||(var(1)!=1&&time >= 25)
value = 1

[State 245, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 400, 일반 공격]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 400, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1 +(var(1)=1)*3.2

[State 400, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 400, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 400, 일반 공격]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22140
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 38, -25
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 400, 일반 공격]
type = CtrlSet
trigger1 = animelem = 4-1*((var(1)=1)||(var(29)>=1))
value = 1

[State 400, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 410, 일반 공격]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

[State 410, 일반 공격]
type = PlaySnd
trigger1 = animelem = 5
value = 221, 0

[State 410, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.8 +(var(1)=1)*3.2

[State 410, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 7

[State 410, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 410, 일반 공격]
type = Projectile
trigger1 = AnimElem = 6 || AnimElem = 7
attr = C, NA
projanim = 22141
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.05 * enemy,Const(data.life)) ,0
getpower = 25,25
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 60, -70
hitsound   = s310,var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
fall.recover = 0

[State 410, 일반 공격]
type = CtrlSet
trigger1 = animelem = 13-1*((var(1)=1)||(var(29)>=1))
value = 1

[State 410, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

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

[State 430, 일반 공격]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 430, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 90 || projguarded35600 >= 1 && FrontEdgeDist <= 90
x = -4.1 +(var(1)=1)*3.2

[State 430, 일반 공격]
type = Pause
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 430, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 430, 일반 공격]
type = Projectile
trigger1 = AnimElem = 2
attr = C, NA
projanim = 22142
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = Light
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 38, -15
hitsound   = s330, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430, 일반 공격]
type = CtrlSet
trigger1 = animelem = 4 -1*((var(1)=1)||(var(29)>=1))
value = 1

[State 430, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[Statedef 440, 일반 공격]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 60
ctrl = 0
anim = 440
sprpriority = 2

[State 440, 일반 공격]
type = PlaySnd
trigger1 = Time = 2
trigger2 = animelem = 5
value = 221, 0

[State 440, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.5 +(var(1)=1)*3.2

[State 440, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 440, 일반 공격]
type = Projectile
trigger1 = AnimElem = 8
attr = C, NA
projanim = 22143
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.1 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = L
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 88, -15
hitsound   = s340, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -1.5,-5
air.velocity = -4,-4
guard.velocity = -5
fall = 1

[State 440, 일반 공격]
type = CtrlSet
trigger1 = animelem = 15 -1*((var(1)=1)||(var(29)>=1))
value = 1

[State 440, 일반 공격]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

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

[State 600, 일반 공격]
type = PlaySnd
trigger1 = Time = 1
value = 201, 0

[State 600, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1 +(var(1)=1)*3.2

[State 600, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 600, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 600, 일반 공격]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22144
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 30, -70
hitsound   = s300, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

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

[Statedef 610, 일반 공격]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 50
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 일반 공격]
type = PlaySnd
trigger1 = Time = 1
value = 220, 1

[State 610, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1 +(var(1)=1)*3.2

[State 610, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 610, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 610, 일반 공격]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22145
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype = Med
damage    = Ceil(0.08 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 30, -70
hitsound   = s310, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

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

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

[State 630, 일반 공격]
type = PlaySnd
trigger1 = Time = 1
value = 221, 0

[State 630, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1 +(var(1)=1)*3.2

[State 630]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 3

[State 630, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 630, 일반 공격]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22146
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.03 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 43, -20
hitsound   = s330, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -4
air.velocity = -2,-3

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

[Statedef 640, 일반 공격]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 60
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 일반 공격]
type = PlaySnd
trigger1 = Time = 2
value = 221, 0

[State 640, 일반 공격]
type = Veladd
Trigger1 = projhit35600 >= 1 && FrontEdgeDist <= 80 || projguarded35600 >= 1 && FrontEdgeDist <= 80
x = -4.1 +(var(1)=1)*3.2

[State 640, 일반 공격]
type = Pause
triggerall = var(1) != 1
trigger1 = projhit35600 = 1 || projguarded35600 = 1
time = 10

[State 640, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 640, 일반 공격]
type = Projectile
trigger1 = AnimElem = 2
attr = A, NA
projanim = 22147
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
damage    = Ceil(0.09 * enemy,Const(data.life)) ,0
getpower = 50,50
givepower = 0,0
guardflag = HA
hitflag = MAF
animtype = Med
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 43, -40
hitsound   = s340, var(6)
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -5
air.velocity = -3,-4

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

[Statedef 800, 일반 공격]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 일반 공격]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 800, 일반 공격]
type = Projectile
trigger1 = AnimElem = 1
trigger1 = p2stateno != 150 && 151 && 152 && 153 && 130 && 131 && 140
attr = S, NA
projanim = 22148
projhitanim = -1
projid = 35600
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
p1facing = ifelse (command = "holdback", -1, 1) 
p2facing = 1        
p1stateno = 801       
p2stateno = 805 
fall = 1

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

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

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

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

[State 801, 일반 공격]
type = EnvColor
trigger1 = animelem = 5
persistent = 0
ignorehitpause = 1
time = 2
value = 255,255,255
under = 1

[State 801, 일반 공격]
type = helper
triggerall = var(1) != 1
trigger1 = Animelem = 4
id = 1455
persistent = 0
name = "Skull Of Destruction"
pos = 70,0
postype = P1
stateno = 1455
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 801, 일반 공격]
type = helper
triggerall = var(1) = 1
trigger1 = Animelem = 4
id = 1455
persistent = 0
name = "Skull Of Destruction"
pos = 70,0
postype = P1
stateno = 1455
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 801, 일반 공격]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelemtime(6) = 6
anim = 2553
sprpriority = 2
postype = p1
pos = 70,4
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 801, 일반 공격]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 5
anim = 22109 + var(35)
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801, 일반 공격]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 2
anim = 810
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 801, 일반 공격]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 5
anim = 811
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801, 일반 공격]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelemtime(6) = 6
anim = 2553
trans = sub
sprpriority = 2
postype = p1
pos = 70,4
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0

[State 801, 일반 공격]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 5
anim = 22109 + var(35)
trans = sub
sprpriority = 5
postype = p1
velset = 0,0
pos = 70,-129
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801, 일반 공격]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 2
anim = 810
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
removetime = 40
supermove = 0
under = 0
ownpal = 1

[State 801, 일반 공격]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 5
anim = 811
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,0
bindtime = 1
supermove = 0
under = 0
ownpal = 1

[State 801, 일반 공격]
type = TargetBind
trigger1 = animelem = 1
pos = 42,0

[State 801, 일반 공격]
type = targetstate
trigger1 = animelemtime(6) = 6
value = 806

[State 801, 일반 공격]
type = TargetLifeAdd
trigger1 = animelem = 5
value = Ceil(-0.08 * enemy,Const(data.life)) * var(39)
ignorehitpause = 1
absolute = 1

[State 801, 일반 공격]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 22156
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 15
postype = p1
offset = 70,0
velocity = 0
animtype  = Light
damage    = Ceil((IfElse((var(29) < 1),0.06,0.02)) * enemy,Const(data.life)) ,0
getpower = 150,150
givepower = 0,0
guardflag =
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -89
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 801, 일반 공격]
type = EnvShake
trigger1 = animelem = 5
time = 18
ampl = 18
freq = 95
phase = 95

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

[State 801, 일반 공격]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;===============================================================================
;===============================================================================
;===============================================================================
; 특수 기술
;===============================================================================
;===============================================================================
;===============================================================================

;-------------------------------------------------------------------------------
; 혼의 분노
;-------------------------------------------------------------------------------

[Statedef 1000, 혼의 분노]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050+(var(1)=1&&var(29)>=1)*3
ctrl = 0

[State 1000, 혼의 분노]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 1000, 혼의 분노]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1000, 혼의 분노]
type = Explod
trigger1 = var(29) <= 1
trigger1 = animelem = 7
anim = 65510
id = 65510
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 1000, 혼의 분노]
type = Explod
trigger1 = var(29) >= 1
trigger1 = animelem = 7
anim = 65510
trans = sub
id = 65510
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 1000, 혼의 분노]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1)=1
trigger1 = time = 0
v = 45
value = 80
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1000, 혼의 분노]
type = helper
triggerall = var(1) = 0
trigger1 = Animelem = 8 || Animelem = 9 && var(29) >= 1
id = 1005
persistent = 1
name = "Soul's Rage"
pos = 76,-96
postype = P1
stateno = 1005
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 혼의 분노]
type = helper
triggerall = var(1) = 1
trigger1 = Animelem = 8 || Animelem = 9 && var(29) >= 1
id = 1005
persistent = 1
name = "Soul's Rage"
pos = 76,-96
postype = P1
stateno = 1005
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1000, 혼의 분노]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 혼의 분노
;-------------------------------------------------------------------------------

[Statedef 1005, 혼의 분노]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 6,0
ctrl = 0
anim = 1065

[State 1005, 혼의 분노]
type = SelfState
triggerall = !ishelper(1005)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1005, 혼의 분노]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1005, 혼의 분노]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1005, 혼의 분노]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1005

[State 1005, 혼의 분노]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 2
anim = 1061
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animtime = 0
anim = 1063
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = (GameTime%5) = 1
anim = 22129
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = (GameTime%5) = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 1061
trans = sub
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animtime = 0
anim = 1063
trans = sub
id = 211
sprpriority = 5
postype = p1
velset = 0,0
pos = 0,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%5) = 1
anim = 22129
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,0
bindtime = 1
ignorehitpause = 1
scale = 0.5,0.5
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%5) = 1
anim = 22129
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
scale = 0.8,0.8
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%5) = 1
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = (GameTime%5) = 1
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = -20,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1005, 혼의 분노]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit1000 >= 1 || projguarded1000 >= 1
v = 45
value = 120
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1005, 혼의 분노]
type = PlayerPush
trigger1 = ishelper
value = 1
ignorehitpause = 1

[State 1005, 혼의 분노]
type = Projectile
trigger1 = AnimElem = 2
attr = S, NA
projanim = 1062
projremovetime = 16
projid = 1050
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
getpower = 30,30
offset = 0,0
velocity = 0
damage = Ceil(0.03 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = S222,0
guardsound = S121,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,0
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 6100

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) <= 1
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

[State 1005, 혼의 분노]
type = Explod
triggerall = root,var(29) >= 1
triggerall = time >= 0
trigger1 = (GameTime%4) = 1
anim = 22131
trans = sub
sprpriority = 10
postype = p1
pos = 20,0
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = -5,-1 + (random%3)
PauseMoveTime = 9999

[State 1005, 혼의 분노]
type = destroyself
trigger1 = FrontEdgeDist <= -100
trigger2 = time >= 300
trigger3 = roundstate >= 3

;-------------------------------------------------------------------------------
; 신속
;-------------------------------------------------------------------------------

[Statedef 1050, 신속]
type = S
movetype = A
physics = N
anim = 22115
ctrl = 0
juggle = 7
poweradd= 80
velset = 0,0
sprpriority = 2

[State 1050, 신속]
type = varset
triggerall = time = 0
trigger1 = palno = 12
trigger2 = var(1) && var(29) >= 1
trigger3 = !var(1) && var(29) >= 1
v = 5
value = ifelse(var(30)!=1,(command="b"),(random%2))

[State 1050, 신속]
type = varset
triggerall = time = 0
trigger1 = palno = 12
trigger2 = var(1) && var(29) >= 1
trigger3 = !var(1) && var(29) >= 1
fv = 21
value = 0

[State 1050, 신속]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem <= 3
value = SCA

[State 1050, 신속]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1050, 신속]
type = PlaySnd
trigger1 = animelem = 5
value = s2562, 30

[State 1050, 신속]
type = Afterimage
trigger1 = TIME = 0
trans = add
PalContrast =  0, 0, 0
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 1050, 신속]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 5
anim = 22067
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1050, 신속]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 5
anim = 22067
trans = sub
id = 22117
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1050, 신속]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051

;-------------------------------------------------------------------------------
; 신속
;-------------------------------------------------------------------------------

[Statedef 1051, 신속]
type = S
movetype = A
physics = N
anim = 22120
ctrl = 0
juggle = 7
velset = 80,0
sprpriority = 2

[State 1051, 신속]
type = varadd
triggerall = time = 0
trigger1 = palno = 12
trigger2 = var(1) && var(29) >= 1
trigger3 = !var(1) && var(29) >= 1
fv = 21
value = 1

[State 1051, 신속]
type = NotHitBy
trigger1 = var(1) != 1
trigger2 = var(1) = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1051, 신속]
type = Pause
trigger1 = projhit35901 = 1 || projguarded35901 = 1
time = 2

[State 1051, 신속]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
p2stateno = 6100

[State 1051, 신속]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 1
attr = C, HA
projanim = 22151
projhitanim = -1
projid = 35901
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 52
numhits = 1
animtype  = hard
damage    = Ceil(0.005 * enemy,Const(data.life)) ,Ceil(0.001 * enemy,Const(data.life)) * var(39)
getpower = 25,25
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,1
sparkno = -1;s22109 + var(35)
sparkxy = -7, -85
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-8
air.velocity = -0.5,-8
yaccel = .5
envshake.time = 7
envshake.ampl = 7
fall = 1
fall.recover = 0
p2stateno = 6100

[State 1051, 신속]
type = Helper
triggerall = var(1) != 1
trigger1 = projcontact35901 = 1
trigger1 = NumHelper(1055) = 0 || var(29)>=1&&var(5)=1
id = 1055
name = "Rapidity"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 1055
juggle = 8
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1051, 신속]
type = Helper
triggerall = var(1) = 1
trigger1 = projcontact35901 = 1
trigger1 = NumHelper(1055) = 0 || palno=12&&var(5)=1 || var(29)>=1&&var(5)=1
id = 1055
name = "Rapidity"
sprpriority = 2
pos = 0,0
postype = p2
stateno = 1055
juggle = 8
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1051, 신속]
type = turn
trigger1 = (var(1)||var(29)>=1)&&fvar(21)<=4+((var(29)>=1)*4)&&animTime=0&&p2dist x<0&&var(5)=1
value = 1

[State 1051, 신속]
type = ChangeState
trigger1 = animTime = 0
value = ifelse(((var(1)||var(29)>=1)&&var(5)=1&&fvar(21)<=5+((var(29)>=1)*4)),1051,1052)

;-------------------------------------------------------------------------------
; 신속
;-------------------------------------------------------------------------------

[Statedef 1052, 신속]
type = S
movetype = A
physics = N
anim = 22116
ctrl = 0
juggle = 8
velset = 0,0
sprpriority = 2

[State 1052, 신속]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem <= 2
value = SCA

[State 1052, 신속]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = 1
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1052, 신속]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 2
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1052, 신속]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 2
anim = 22067
trans = sub
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1052, 신속]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 신속
;-------------------------------------------------------------------------------

[Statedef 1055, 신속]
type    = S
movetype= A
sprpriority = 4
physics = S
velset = 0,0
juggle = 8
anim = 22121
ctrl = 0

[State 1055, 신속]
type = SelfState
triggerall = !ishelper(1055)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1055, 신속]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1055, 신속]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1055, 신속]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1055

[State 1055, 신속]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1055, 신속]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35902 >= 1 || projguarded35902 >= 1
v = 45
value = 120
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1055, 신속]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil((0.005-((root,var(1)=1&&root,var(5)=1)*0.002))*enemy,Const(data.life))*0.01*root,var(39),Ceil(0.002*enemy,Const(data.life))*0.01*root,var(39)
getpower = 10,10
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s22109 + root,var(35)
sparkxy = -5, -80
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
air.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4+((root,palno=12&&root,var(5)=1)*0.2)
fall = 1
fall.recover = 0
p2stateno = 6100

[State 1055, 신속]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 1 || AnimElem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimElem = 6
attr = A, HA
projanim = 22152
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 1
postype = p2
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil((0.005-((root,var(1)=1&&root,var(5)=1)*0.002))*enemy,Const(data.life))*root,var(39),Ceil(0.002*enemy,Const(data.life))*root,var(39)
getpower = 10+((root,var(1)=1&&root,var(5)=1)*10),10+((root,var(1)=1&&root,var(5)=1)*10)
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 7,0
sparkno = s22109 + root,var(35)
sparkxy = -5, -80
hitsound   = s2562,19
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
air.velocity = 0,-4+((root,palno=12&&root,var(5)=1)*2)
envshake.time = 7
envshake.ampl = 7
yaccel = 0.4+((root,palno=12&&root,var(5)=1)*0.2)
fall = 1
fall.recover = 0
p2stateno = 6100

[State 1055, 신속]
type = destroyself
trigger1 = animtime = 0
trigger2 = roundstate >= 3

;-------------------------------------------------------------------------------
; 작안
;-------------------------------------------------------------------------------

[Statedef 1100, 작안]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 100011+(palno!=12)*2
ctrl = 0

[State 1100, 작안]
type = Explod
trigger1 = time = 0
anim = 100010
sprpriority = 8
postype = p1
pos = -2,-60
bindtime = 1
supermove = 1
under = 0
ownpal = 1
scale = .5,.5
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1100, 작안]
type = PlaySnd
trigger1 = Time = 1
value = 7784,2

[State 1100, 작안]
type = helper
triggerall = !ishelper
triggerall = var(1) != 1
trigger1 = numhelper(1101) = 0
trigger1 = time = 1
id = 1101
persistent = 0
name = "Red Eyes"
pos = 0,-70
postype = P1
stateno = 1101
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1100, 작안]
type = helper
triggerall = !ishelper
triggerall = var(1) = 1
trigger1 = numhelper(1101) = 0
trigger1 = time = 1
id = 1101
persistent = 0
name = "Red Eyes"
pos = 0,-70
postype = P1
stateno = 1101
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1100, 작안]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 작안
;-------------------------------------------------------------------------------

[Statedef 1101, 작안]
type    = S
movetype= A
physics = S
anim = 100012

[State 1101, 작안]
type = SelfState
triggerall = !ishelper(1101)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1101, 작안]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1101, 작안]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1101, 작안]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1101

[State 1101, 작안]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1101, 작안]
type = null;BindToRoot
trigger1 = 1

[State 1101, 작안]
type = PlayerPush
trigger1 = 1
value = 0

[State 1101, 작안]
type = hitdef
trigger1 = ishelper(1101)
trigger1 = time = 2
attr = S, NA
damage = 70-(root,var(1)!=1)*46,5
guardflag =
hitflag = MAF
priority = 7, Hit
pausetime = 0,50-(root,palno!=12)*30
sparkno = -1
guard.sparkno = -1
animtype = hard
sparkxy = 5, -5
getpower = 0
givepower = -24
hitsound = -1
guardsound = -1
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = 0,-2
airguard.velocity = 0,0
air.type = Low
air.velocity = 0,-1
air.hittime = 5
fall = 0
ignorehitpause = 1

[State 1101, 작안]
type = destroyself
trigger1 = root,stateno != 1100 || roundstate >= 3
trigger2 = win
trigger3 = hitpausetime > 60
ignorehitpause = 1

;-------------------------------------------------------------------------------
; 계시
;-------------------------------------------------------------------------------

[Statedef 1110, 계시]
type    = S
movetype= I
physics = N
anim = 1100
velset = 0,0
ctrl = 0

[State 1110, 계시]
type = SelfState
triggerall = !ishelper(1110)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1110, 계시]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1110, 계시]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1110

[State 1110, 계시]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1110, 계시]
type = trans
trigger1 = root,var(29) <= 1
trans = add
ignorehitpause = 1

[State 1110, 계시]
type = trans
trigger1 = root,var(29) >= 1
trans = sub
ignorehitpause = 1

[State 1110, 계시]
type = AngleDraw
trigger1 = animelemtime(12)
scale = 1.0,1.0

[State 1110, 계시]
type = AngleAdd
trigger1 = animelemtime(12)
value = -7

[State 1110, 계시]
type = VarRandom
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
v = 5
range = 0,5

[State 1110, 계시]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1)=1
trigger1 = projhit100005 >= 1 || projguarded100005 >= 1
v = 45
value = 400
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 0,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 0
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -120,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
sparkno = s22109+root,var(35)
guard.sparkno = s22113
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 1
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -160,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 140,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -100,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 2
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 40,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 100,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -80,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 3
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 10,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 20,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -80,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 4
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 160,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkxy = -7,-40
sparkno = s22109+root,var(35)
guard.sparkno = s22113
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = -10,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 100,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = Projectile
triggerall = var(5) = 5
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
attr = S, SP
animtype  = hard
damage    = 9+((root,palno=12)*34),10
getpower = 61,61
guardflag = M
projanim = 100006-(root,var(29)>=1)
projscale = 0.3, 1
projhitanim = -1
projid = 100005
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 0
projremovetime = 15
postype = p1
offset = 60,150
velocity = 0
numhits = 1
pausetime = 16,16
sparkno = s22109+root,var(35)
guard.sparkno = s22113
sparkxy = -7,-40
hitsound   = s340,1
guardsound = s121,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-6
air.velocity = -4,-6.5
fall = 1
air.fall = 1
fall.recover = 0
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1110, 계시]
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132;|| time = 72 || time = 108
value = 1450,0

[State 1110, 계시]
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132
value = 190,2

[State 1110, 계시]
type = playsnd
trigger1 = time = 36 || time = 52 || time = 72 || time = 92 || time = 112 || time = 132 || time = 152
value = 801,1

[State 1110, 계시]
type = destroyself
trigger1 = time = 178

;-------------------------------------------------------------------------------
; 계시
;-------------------------------------------------------------------------------

[Statedef 1150, 계시]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 60
ctrl = 0
velset = 0,0
anim = 195
sprpriority = 5

[State 1150, 계시]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1)=1
trigger1 = time = 0
v = 45
value = 60
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1150, 계시]
type = PlaySnd
trigger1 = animelem = 3
value = 2300,0

[State 1150, 계시]
type = PlaySnd
trigger1 = animelem = 6
value = 2100, 3

[State 1150, 계시]
type = PlaySnd
trigger1 = animelem = 6
value = 2000, 1
freqmul = 0.9

[State 1150, 계시]
type = helper
triggerall = !ishelper
triggerall = var(1) != 1
trigger1 = AnimElem = 6
id = 1110
persistent = 0
name = "Revelation"
pos = 70,-150
postype = P1
stateno = 1110
size.xscale = 0.7
size.yscale = 0.7
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1150, 계시]
type = helper
triggerall = !ishelper
triggerall = var(1) = 1
trigger1 = AnimElem = 6
id = 1110
persistent = 0
name = "Revelation"
pos = 70,-150
postype = P1
stateno = 1110
size.xscale = 0.7
size.yscale = 0.7
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1150, 계시]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 섬광의 구
;-------------------------------------------------------------------------------

[Statedef 1200, 섬광의 구]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 80
velset = 0,0
anim = 1050
ctrl = 0

[State 1200, 섬광의 구]
type = playsnd
trigger1 = animelem = 7
value = 1050,0

[State 1200, 섬광의 구]
type = playsnd
trigger1 = animelem = 7
value = 2562,26
volume = 200

[State 1200, 섬광의 구]
type = posadd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = -8

[State 1200, 섬광의 구]
type = Explod
trigger1 = var(29) <= 1
trigger1 = animelem = 7
anim = 65510
id = 65510
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 1200, 섬광의 구]
type = Explod
trigger1 = var(29) >= 1
trigger1 = animelem = 7
anim = 65510
trans = sub
id = 65510
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 1200, 섬광의 구]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = 80
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1200, 섬광의 구]
type = helper
triggerall = var(1) != 1
trigger1 = Animelem = 8
id = 1205
persistent = 0
name = "Sphere Of Schillerization"
pos = 120,-120
postype = P1
stateno = 1205
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1200, 섬광의 구]
type = helper
triggerall = var(1) != 1
trigger1 = Animelem = 8
id = 1205
persistent = 0
name = "Sphere Of Schillerization"
pos = 40,-200
postype = P1
stateno = 1205
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1200, 섬광의 구]
type = helper
triggerall = var(1) != 1
trigger1 = Animelem = 8
id = 1205
persistent = 0
name = "Sphere Of Schillerization"
pos = 40,-40
postype = P1
stateno = 1205
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1200, 섬광의 구]
type = helper
triggerall = var(1) = 1
trigger1 = Animelem = 8
id = 1205
persistent = 0
name = "Sphere Of Schillerization"
pos = 120,-120
postype = P1
stateno = 1205
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1200, 섬광의 구]
type = helper
triggerall = var(1) = 1
trigger1 = Animelem = 8
id = 1205
persistent = 0
name = "Sphere Of Schillerization"
pos = 40,-200
postype = P1
stateno = 1205
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1200, 섬광의 구]
type = helper
triggerall = var(1) = 1
trigger1 = Animelem = 8
id = 1205
persistent = 0
name = "Sphere Of Schillerization"
pos = 40,-40
postype = P1
stateno = 1205
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1200, 섬광의 구]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 섬광의 구
;-------------------------------------------------------------------------------

[Statedef 1205, 섬광의 구]
type = S
movetype = A
physics = N
anim = 22106
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1205, 섬광의 구]
type = SelfState
triggerall = !ishelper(1205)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1205, 섬광의 구]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1205, 섬광의 구]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1205, 섬광의 구]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1205

[State 1205, 섬광의 구]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1205, 섬광의 구]
type = PlaySnd
triggerall = var(5) != 1
trigger1 = (GameTime%25) = 1
value = 2562, 29
volume = -100

[State 1205, 섬광의 구]
type = Trans
trigger1 = root, var(29) <= 1
trans = add
ignorehitpause = 1

[State 1205, 섬광의 구]
type = Trans
trigger1 = root, var(29) >= 1
trans = sub
ignorehitpause = 1

[State 1205, 섬광의 구]
type = velset
triggerall = var(5) != 1
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,var(1)=1&&root,var(29)>=1)*2.0)+((root,var(1)=1&&root,var(44)>=1)*4.0))

[State 1205, 섬광의 구]
type = velset
triggerall = var(5) != 1
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,var(1)=1&&root,var(29)>=1)*2.0)+((root,var(1)=1&&root,var(44)>=1)*4.0))

[State 1205, 섬광의 구]
type = velset
triggerall = var(5) != 1
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,var(1)=1&&root,var(29)>=1)*2.0)+((root,var(1)=1&&root,var(44)>=1)*4.0))

[State 1205, 섬광의 구]
type = velset
triggerall = var(5) != 1
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,var(1)=1&&root,var(29)>=1)*2.0)+((root,var(1)=1&&root,var(44)>=1)*4.0))

[State 1205, 섬광의 구]
type = helper
triggerall = root,var(1) != 1
trigger1 = time = 3
id = 1206
persistent = 0
name = "Sphere Of Schillerization"
scale = 0.7,0.7
pos = 0,0
postype = p1
stateno = 1206
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1205, 섬광의 구]
type = helper
triggerall = root,var(1) = 1
trigger1 = time = 3
id = 1206
persistent = 0
name = "Sphere Of Schillerization"
scale = 0.7,0.7
pos = 0,0
postype = p1
stateno = 1206
helpertype = player
keyctrl = 0
ownpal = 1

[State 1205, 섬광의 구]
type = ReversalDef
triggerall = var(5) != 1
trigger1 = var(1) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2stateno = 6305

[State 1205, 섬광의 구]
type = Projectile
triggerall = var(5) != 1
trigger1 = 1
attr = S, HP
projanim = 11205
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1205, 섬광의 구]
type = HitDef
triggerall = var(5) != 1
trigger1 = time >= 0 && root,var(1) != 1 && ishelper && root,palno!=12
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0265 * enemy,Const(data.life)) * root,var(39),Ceil(0.005 * enemy,Const(data.life)) * root,var(39)
hitflag = MAFD
getpower = 20,20
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-5
air.velocity = -3,-5
fall = 1
fall.recover = 0
p2stateno = 6000

[State 1205, 섬광의 구]
type = VarSet
trigger1 = root,var(1) = 1
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
trigger2 = root,var(1) != 1
trigger2 = Movecontact = 1
trigger3 = time >= ((root,var(1)=1)*30)+30
v = 5
value = 1
ignorehitpause = 1

[State 1205, 섬광의 구]
type = StateTypeSet
trigger1 = var(5) = 1
statetype = A
movetype = A
physics = N
ignorehitpause = 1

[State 1205, 섬광의 구]
type = ChangeAnim
trigger1 = var(5) = 1
value = 22162
ignorehitpause = 1
persistent = 0

[State 1205, 섬광의 구]
type = playsnd
trigger1 = var(5) = 1
value = 2562,35
persistent = 0

[State 1205, 섬광의 구]
type = VelSet
trigger1 = var(5) = 1
x = 0
y = 0
ignorehitpause = 1

[State 1205, 섬광의 구]
type = Explod
triggerall = root,var(29)<=1
trigger1 = var(5) = 1
trigger1 = var(2) = 0
anim = 22127
trans = add
id = 22127
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 19
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1205, 섬광의 구]
type = Explod
triggerall = root,var(29)<=1
trigger1 = var(5) = 1
trigger1 = var(2) = 0
anim = 22163
trans = add
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1205, 섬광의 구]
type = Explod
triggerall = root,var(29)>=1
trigger1 = var(5) = 1
trigger1 = var(2) = 0
anim = 22127
trans = sub
id = 22127
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
removetime = 19
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1205, 섬광의 구]
type = Explod
triggerall = root,var(29)>=1
trigger1 = var(5) = 1
trigger1 = var(2) = 0
anim = 22163
trans = sub
sprpriority = 1
postype = p1
pos = 0,0
bindtime = -1
supermove = 0
ignorehitpause = 1
under = 0
ownpal = 1

[State 1205, 섬광의 구]
type = VarRangeSet
trigger1 = time = 0
value = 0
first = 0
last = 12
ignorehitpause = 1

[State 1205, 섬광의 구]
type = VarSet
trigger1 = var(5) != 1
v = 2
value = 0

[State 1205, 섬광의 구]
type = Varadd
trigger1 = var(5) = 1
trigger2 = var(2) >= 1
v = 2
value = 1

[State 1205, 섬광의 구]
type = varset
trigger1 = var(2) = 0
v = 12
value = 0

[State 1205, 섬광의 구]
type = VarAdd
trigger1 = var(2) != 0
trigger1 = var(12) <= 21
v = 12
value = 1

[State 1205, 섬광의 구]
type = ModifyExplod
trigger1 = anim = 22162
trigger1 = root, var(1) = 0
ID = 22127
scale = 1.2 - var(12)/15.0 , 1.2 - var(12)/15.0

[State 1205, 섬광의 구]
type = ModifyExplod
trigger1 = anim = 22162
trigger1 = root, var(1) = 1
ID = 22127
scale = 1.2 - var(12)/15.0 , 1.2 - var(12)/15.0

[state ]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35902 >= 1 || projguarded35902 >= 1
v = 45
value = 20
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1205, 섬광의 구]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = var(2) = 5
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6000

[State 1205, 섬광의 구]
type = destroyself
trigger1 = anim = 22162
trigger1 = AnimTime = 0
trigger2 = roundstate >= 3

;-------------------------------------------------------------------------------
; 섬광의 구
;-------------------------------------------------------------------------------

[StateDef 1206, 섬광의 구]
type = S
movetype = A
physics = N
anim = 65530
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1206, 섬광의 구]
type = SelfState
triggerall = !ishelper(1206)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1206, 섬광의 구]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1206, 섬광의 구]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1206, 섬광의 구]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1206

[State 1206, 섬광의 구]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1206, 섬광의 구]
Type = AngleDraw
Trigger1 = 1
;scale = 0.7, 0.7

[State 1206, 섬광의 구]
Type = AngleAdd
Trigger1 = 1
Value = -10

[State 1206, 섬광의 구]
type = Trans
trigger1 = root,var(29) >= 1
trans = sub

[State 1206, 섬광의 구]
type = Trans
trigger1 = root,var(29) <= 1
trans = add

[State 1206, 섬광의 구]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 20
x = -(3.5+((root,palno=12&&root,var(29)>=1)*2.0)+((root,palno=12&&root,var(44)>=1)*4.0))

[State 1206, 섬광의 구]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 20
x = (3.5+((root,palno=12&&root,var(29)>=1)*2.0)+((root,palno=12&&root,var(44)>=1)*4.0))

[State 1206, 섬광의 구]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 20
y = -(1+((root,palno=12&&root,var(29)>=1)*2.0)+((root,palno=12&&root,var(44)>=1)*4.0))

[State 1206, 섬광의 구]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 20
y = (1+((root,palno=12&&root,var(29)>=1)*2.0)+((root,palno=12&&root,var(44)>=1)*4.0))

[State 1206, 섬광의 구]
type = destroyself
trigger1 = root,var(1) = 1 && ishelper
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
trigger2 = root,var(1) != 1 && ishelper
trigger2 = parent, var(5) = 1;Movecontact = 1
trigger3 = time >= ((root,var(1) = 1)*30)+30 && ishelper
trigger4 = roundstate >= 3

;-------------------------------------------------------------------------------
; 광야의 구
;-------------------------------------------------------------------------------

[Statedef 1250,  광야의 구]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 50
velset = 0,0
anim = 195
ctrl = 0

[State 1250,  광야의 구]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1250,  광야의 구]
type = playsnd
trigger1 = Animelem = 10
value = 7784,0

[State 1250,  광야의 구]
type = playsnd
trigger1 = Animelem = 10
value = 1150,0

[State 1250,  광야의 구]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 1250,  광야의 구]
type = Projectile
trigger1 = time=40 || time=50
attr = SCA, NA
projanim = 22155
projhitanim = -1
projid = 22132
projpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = DiagUp
damage  = 1,1
getpower = 0,0
givepower = 0
hitflag = MAFPDL
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 = 3250

[State 1250,  광야의 구]
type = targetstate
triggerall = numtarget>0
triggerall = var(42) = 1000
triggerall = palno = 12
triggerall = target,Ishelper
triggerall = alive = 1
trigger1 = !Ishelper
trigger1 = time=40 || time=50
value = 2750
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999
supermovetime = 999999999

[State 1250,  광야의 구]
type = Explod
triggerall = var(29) <= 1
trigger1 = time=12 || time= 28 || time=38
anim = 100009
id = 100009
sprpriority = 999999
postype = p1
pos = 1,-129
bindtime = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1
under = 0
trans = add

[State 1250,  광야의 구]
type = Explod
triggerall = var(29) >= 1
trigger1 = time=12 || time= 28 || time=38
anim = 100009
id = 100009
sprpriority = 999999
postype = p1
pos = 1,-129
bindtime = 1
pausemovetime = 99999999
supermovetime = 99999999
ignorehitpause = 1
under = 0
trans = sub

[State 1250,  광야의 구]
Type = AllPalFX
triggerall = var(29) <= 1
Trigger1 = Time = 20 || time = 40 || time = 50
Time = 8
Add = 256,256,256
;Mul = 128,128,128
SinAdd = 0,0,0,20
InvertAll = 0
Color = 256

[State 1250,  광야의 구]
Type = AllPalFX
triggerall = var(29) >= 1
Trigger1 = Time = 20 || time = 40 || time = 50
Time = 8
Add = 0,0,0
;Mul = 128,128,128
SinAdd = -255,-255,-255,20
InvertAll = 0
Color = 256

[State 1250,  광야의 구]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 정령강림
;-------------------------------------------------------------------------------

[Statedef 1300, 정령강림]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 1300, 정령강림]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1300, 정령강림]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = 80
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1300, 정령강림]
type = helper
triggerall = var(1) != 1
trigger1 = Animelem = 5
id = 1305
persistent = 0
name = "Spirit Advent"
pos = 50,-95
postype = P1
stateno = 1305
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1300, 정령강림]
type = helper
triggerall = var(1) = 1
trigger1 = Animelem = 5
id = 1305
persistent = 0
name = "Spirit Advent"
pos = 50,-95
postype = P1
stateno = 1305
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1300, 정령강림]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 정령강림
;-------------------------------------------------------------------------------

[Statedef 1305, 정령강림]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1305, 정령강림]
type = SelfState
triggerall = !ishelper(1305)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1305, 정령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1305, 정령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1305, 정령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1305

[State 1305, 정령강림]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1305, 정령강림]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1305, 정령강림]
type = trans
trigger1 = ishelper
trigger1 = root, var(29) <= 1
trans = add
ignorehitpause = 1

[State 1305, 정령강림]
type = trans
trigger1 = ishelper
trigger1 = root, var(29) >= 1
trans = sub
ignorehitpause = 1

[State 1305, 정령강림]
type = Explod
trigger1 = root, var(29) <= 1
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = Explod
trigger1 = root, var(29) <= 1
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = Explod
trigger1 = root, var(29) <= 1
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = Explod
trigger1 = root, var(29) <= 1
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = Explod
trigger1 = root, var(29) >= 1
trigger1 = animelem = 4
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = Explod
trigger1 = root, var(29) >= 1
trigger1 = animelem = 1
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = Explod
trigger1 = root, var(29) >= 1
trigger1 = animelem = 3
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = Explod
trigger1 = root, var(29) >= 1
trigger1 = animelem = 2
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = velset
trigger1 = p2bodydist X< 0 && Time >= 10
x = -1

[State 1305, 정령강림]
type = velset
trigger1 = p2bodydist X > 0 && Time >= 10
x = 1

[State 1305, 정령강림]
type = velset
trigger1 = p2bodydist Y < 50 && Time >= 10
y = -0.2

[State 1305, 정령강림]
type = velset
trigger1 = p2bodydist Y > 50 && Time >= 10
y = 0.2

[State 1305, 정령강림]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35902 >= 1 || projguarded35902 >= 1
v = 45
value = 200
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1305, 정령강림]
type = helper
triggerall = root,var(1) != 1
trigger1 = (GameTime%30) = 1
id = 1306
persistent = 1
name = "Spirit Advent"
pos = 0,0
postype = P1
stateno = 1306
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = helper
triggerall = root,var(1) != 1
trigger1 = (GameTime%20) = 1
id = 1307
persistent = 1
name = "Spirit Advent"
pos = 0,0
postype = P1
stateno = 1307
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = helper
triggerall = root,var(1) = 1
trigger1 = (GameTime%30) = 1
id = 1306
persistent = 1
name = "Spirit Advent"
pos = 0,0
postype = P1
stateno = 1306
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = helper
triggerall = root,var(1) = 1
trigger1 = (GameTime%20) = 1
id = 1307
persistent = 1
name = "Spirit Advent"
pos = 0,0
postype = P1
stateno = 1307
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1305, 정령강림]
type = DestroySelf
trigger1 = time >= ((root,var(1) = 1)*60)+80
trigger2 = root,stateno = 2200 || root,stateno = 2700 || root,stateno = 2600 || root,stateno = 3200

;-------------------------------------------------------------------------------
; 정령강림
;-------------------------------------------------------------------------------

[Statedef 1306, 정령강림]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,10
ctrl = 0
sprpriority = 2

[State 1306, 정령강림]
type = SelfState
triggerall = !ishelper(1306)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1306, 정령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1306, 정령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1306, 정령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1306

[State 1306, 정령강림]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1306, 정령강림]
type = trans
trigger1 = ishelper
trigger1 = root, var(29) <= 1
trans = add
ignorehitpause = 1

[State 1306, 정령강림]
type = trans
trigger1 = ishelper
trigger1 = root, var(29) >= 1
trans = sub
ignorehitpause = 1

[State 1306, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) <= 1
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1306, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) <= 1
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1306, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) <= 1
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1306, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) >= 1
trigger1 = (GameTime%10) = 1
anim = 22164
trans = sub
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1306, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) >= 1
trigger1 = (GameTime%15) = 1
anim = 22164
trans = sub
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1306, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) >= 1
trigger1 = (GameTime%20) = 1
anim = 22164
trans = sub
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1306, 정령강림]
type = veladd
trigger1 = time>=10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1306, 정령강림]
type = veladd
trigger1 = time>=10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1306, 정령강림]
type = veladd
trigger1 = 1
y = -0.5

[State 1306, 정령강림]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35902 >= 1 || projguarded35902 >= 1
v = 45
value = 200
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1306, 정령강림]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1306, 정령강림]
type = HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 6000

[State 1306, 정령강림]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6000
persistent = 0

[State 1306, 정령강림]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1
trigger3 = roundstate >= 3

[State 1306, 정령강림]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2700 || root,stateno = 2600 || root,stateno = 3200
trigger3 = roundstate >= 3

;-------------------------------------------------------------------------------
; 정령강림
;-------------------------------------------------------------------------------

[Statedef 1307, 정령강림]
type = S
movetype = A
physics = N
anim = 22127
velset = -2,-10
ctrl = 0
sprpriority = 2

[State 1307, 정령강림]
type = SelfState
triggerall = !ishelper(1307)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1307, 정령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1307, 정령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1307, 정령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1307

[State 1307, 정령강림]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1307, 정령강림]
type = trans
trigger1 = ishelper
trigger1 = root, var(29) <= 1
trans = add
ignorehitpause = 1

[State 1307, 정령강림]
type = trans
trigger1 = ishelper
trigger1 = root, var(29) >= 1
trans = sub
ignorehitpause = 1

[State 1307, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) <= 1
trigger1 = (GameTime%10) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1307, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) <= 1
trigger1 = (GameTime%15) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1307, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) <= 1
trigger1 = (GameTime%20) = 1
anim = 22164
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1307, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) >= 1
trigger1 = (GameTime%10) = 1
anim = 22164
trans = sub
sprpriority = 1
postype = p1
vel = -2,0
pos = -20,-20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1307, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) >= 1
trigger1 = (GameTime%15) = 1
anim = 22164
trans = sub
sprpriority = 1
postype = p1
vel = -2,0
pos = -30,0
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1307, 정령강림]
type = Explod
triggerall = time >= 20
trigger1 = root, var(29) >= 1
trigger1 = (GameTime%20) = 1
anim = 22164
trans = sub
sprpriority = 1
postype = p1
vel = -2,0
pos = -45,20
bindtime = 1
ignorehitpause = 1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1307, 정령강림]
type = veladd
trigger1 = time >= 10&&p2bodydist X< 0&&Vel X >= -6
x = -0.6

[State 1307, 정령강림]
type = veladd
trigger1 = time >= 10&&p2bodydist X > 0&&Vel X <= 6
x = 0.6

[State 1307, 정령강림]
type = veladd
trigger1 = 1
y = 0.5

[State 1307, 정령강림]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35902 >= 1 || projguarded35902 >= 1
v = 45
value = 200
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1307, 정령강림]
type = Projectile
trigger1 = 1
attr = S, HP
projanim = 22128
projhitanim = -1
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 0,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 0,0
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8

[State 1307, 정령강림]
type = HitDef
triggerall = root,var(1) != 1 && ishelper&& root,palno!=12
trigger1 = time >= 0
attr = S, NA
animtype  = Hard
damage    = Ceil(0.0025 * enemy,Const(data.life)) * root,var(39),Ceil(0.0018 * enemy,Const(data.life)) * root,var(39)
hitflag = MAF
getpower = 8,8
givepower = 0,0
guardflag = M
pausetime = 0,5
priority = 999999
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 20,0
hitsound = s2556,0
guardsound = S121,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2,-3
air.velocity = -2,-3
fall = 1
fall.recover = 0
p2stateno = 6000

[State 1307, 정령강림]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = p2dist x = [-40,40]
trigger1 = p2dist y = [-60,60]
attr = S, NA
projanim = 22179
projhitanim = -1
projid = 35902
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.0025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 0,4
sparkno = s22109 + root,var(35)
sparkxy = 0,0
hitsound   = s2556,0
guard.sparkno = s22113
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-4
air.velocity = -2,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6000
persistent = 0

[State 1307, 정령강림]
type = DestroySelf
trigger1 = Movecontact = 1
trigger2 = projcontact = 1
trigger3 = roundstate >= 3

[State 1307, 정령강림]
type = DestroySelf
trigger1 = time >= 70
trigger2 = root,stateno = 2200 || root,stateno = 2700 || root,stateno = 2600 || root,stateno = 3200
trigger3 = roundstate >= 3

;-------------------------------------------------------------------------------
; 신령강림
;-------------------------------------------------------------------------------

[Statedef 1350, 신령강림]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 1302+(palno!=12)
sprpriority = 2

[State 1350, 신령강림]
type = helper
triggerall = var(1) != 1
trigger1 = animelem = 4
id = 1355
persistent = 0
name = "Divine Agent"
pos = 20,-70
postype = p1
stateno = 1355
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1305, 신령강림]
type = helper
triggerall = var(1) = 1
trigger1 = animelem = 4
id = 1355
persistent = 0
name = "Divine Agent"
pos = 20,-70
postype = p1
stateno = 1355
helpertype = player
keyctrl = 0
ownpal = 1

[State 1305, 신령강림]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 신령강림
;-------------------------------------------------------------------------------

[Statedef 1355, 신령강림]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 12,0
ctrl = 0
anim = 1307
ownpal = 1

[State 1355, 신령강림]
type = SelfState
triggerall = !ishelper(1355)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1355, 신령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1355, 신령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1355, 신령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1355

[State 1355, 신령강림]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1355, 신령강림]
type = EnvShake
trigger1 = (gametime%5) = 1
time = 5
ampl = -10
freq = 95
phase = 95

[State 1355, 신령강림]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2550, 0

[State 1355, 신령강림]
type = PlaySnd
triggerall = root,var(1) = 1
trigger1 = AnimElem = 1
value = 2552, 0
volume = -50

[State 1355, 신령강림]
type = PlaySnd
triggerall = root,var(1) != 1
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 1
value = 2552, 0
volume = -50

[State 1355, 신령강림]
type = PlaySnd
trigger1 = (GameTime%15) = 1
value = 2562, 9

[State 1355, 신령강림]
type = VarRandom
trigger1 = 1
v = 48
range = -40,40

[State 1355, 신령강림]
type = VarRandom
trigger1 = 1
v = 49
range = 40,-40

[State 1355, 신령강림]
type = Explod
triggerall = var(1) != 1
triggerall = root,var(29) <= 1
trigger1 = (GameTime%2) = 1
anim = 11507
trans = add
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) != 1
triggerall = root,var(29) <= 1
trigger1 = (GameTime%2) = 1
anim = 22158
trans = add
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) != 1
triggerall = root,var(29) <= 1
trigger1 = (GameTime%2) = 1
anim = 22159
trans = add
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) != 1
triggerall = root,var(29) <= 1
trigger1 = (GameTime%2) = 1
anim = 22161
trans = add
sprpriority = 6
postype = p1
pos = var(48),var(49)
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
bindtime = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1355, 신령강림]
type = Explod
triggerall = var(1) != 1
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 11507
trans = sub
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) != 1
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 22158
trans = sub
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) != 1
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) != 1
triggerall = root,var(29) >= 1
trigger1 = (GameTime%2) = 1
anim = 22161
trans = sub
sprpriority = 6
postype = p1
pos = var(48),var(49)
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
bindtime = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1355, 신령강림]
type = Explod
triggerall = var(1) = 1
triggerall = root,var(29) <= 1
trigger1 = 1
anim = 11507
trans = add
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) = 1
triggerall = root,var(29) <= 1
trigger1 = 1
anim = 22158
trans = add
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) = 1
triggerall = root,var(29) <= 1
trigger1 = 1
anim = 22159
trans = add
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) = 1
triggerall = root,var(29) <= 1
trigger1 = 1
anim = 22161
trans = add
sprpriority = 6
postype = p1
pos = var(48),var(49)
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
bindtime = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1355, 신령강림]
type = Explod
triggerall = var(1) = 1
triggerall = root,var(29) >= 1
trigger1 = 1
anim = 11507
trans = sub
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) = 1
triggerall = root,var(29) >= 1
trigger1 = 1
anim = 22158
trans = sub
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) = 1
triggerall = root,var(29) >= 1
trigger1 = 1
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
ownpal = 1
pos = var(48),var(49)
bindtime = 1
under = 0

[State 1355, 신령강림]
type = Explod
triggerall = var(1) = 1
triggerall = root,var(29) >= 1
trigger1 = 1
anim = 22161
trans = sub
sprpriority = 6
postype = p1
pos = var(48),var(49)
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
bindtime = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1355, 신령강림]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit1306 >= 1 || projguarded1306 >= 1
v = 45
value = 400
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1355, 신령강림]
type = Projectile
triggerall = var(1) = 0
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 1307
;projhitanim = 1307
projremovetime = 16
projid = 1306
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
pos = var(48),var(49)
velocity = 0
damage    = Ceil(0.003 * enemy,Const(data.life)),Ceil(0.0002 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-2
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 6100

[State 1355, 신령강림]
type = Projectile
triggerall = var(1) != 0
trigger1 = (GameTime%2) = 1
attr = S, SA
projanim = 1307
;projhitanim = 1307
projremovetime = 16
projid = 1306
projhits = 1
projpriority = 16
projsprpriority = 16
projedgebound = 220
postype = p1
pos = var(48),var(49)
velocity = 0
damage    = Ceil(0.01 * enemy,Const(data.life)),Ceil(0.006 * enemy,Const(data.life))
animtype = hard
guardflag = M
pausetime = 2,4
sparkno = s22109 + root,var(35)
guard.sparkno = s22113
sparkxy = 0,0
hitsound = s2556,0
guardsound = s120,0
ground.type = high
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -5,-2
air.velocity = -4,-5
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
p2stateno = 6100

[State 1355, 신령강림]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------------------------------------------------------------
; 보호막
;-------------------------------------------------------------------------------

[Statedef 1400, 보호막]
type    = S
movetype= A
physics = S
juggle  = 20
poweradd= 80
ctrl = 0
velset = 0,0
anim = 2555
sprpriority = 2

[State 1400, 보호막]
type = ChangeAnim
trigger1 = var(1) = 1
trigger1 = time <= 0
value = 2556
ignorehitpause = 1

[State 1400, 보호막]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 12,<=6
value = SCA, AA, AT, AP
ignorehitpause = 1

[State 1400, 보호막]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 9,<=6
value = SCA

[State 1400, 보호막]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = 80
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1400, 보호막]
type = ReversalDef
triggerall = var(1) = 1
trigger1 = animelem = 11,<=0
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = -1
hitsound = -1
numhits = 0
p2facing = 1
p2stateno = 6305

[State 1400, 보호막]
type = PlaySnd
trigger1 = animelem = 6
value = 2555, 0

[State 1400, 보호막]
type = Explod
trigger1 = animelem = 6
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 1400, 보호막]
type = Explod
trigger1 = ProjHit45000 = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1400, 보호막]
type = Explod
trigger1 = ProjGuarded45000 = 1
anim = 22113
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1400, 보호막]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 6
anim = 2554
trans = add
sprpriority = 6
postype = p1
pos = -5,-80
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1400, 보호막]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 6
anim = 2554
sprpriority = 6
postype = p1
pos = -5,-80
bindtime = -1
ignorehitpause =0
under = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1400, 보호막]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit45000 >= 1 || projguarded45000 >= 1
v = 45
value = 80
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1400, 보호막]
type = Projectile
triggerall = var(1) != 1
trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
attr = S, NA
projanim = 2557
projhitanim = -1
projid = 45000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAF
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6000

[State 1400, 보호막]
type = Projectile
triggerall = var(1) = 1
trigger1 = AnimElem = 6 || AnimElem = 7 || AnimElem = 8 || AnimElem = 9
attr = S, NA
projanim = 2557
projhitanim = -1
projid = 45000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 5
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil(0.025 * enemy,Const(data.life)) ,Ceil(0.005 * enemy,Const(data.life)) * var(39)
getpower = 20,20
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1;s2556
sparkxy = -15,-77
hitsound   = s2556,0
guard.sparkno = -1;s7011
guardsound = s120,0
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-(((var(1) = 1)*2.8)+2.8)
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6000

[State 1400, 보호막]
type = targetlifeadd
trigger1 = projhit45000>=1&&var(1)=1
value = (Ceil(-0.005*enemy,Const(data.life)))*var(39)
ignorehitpause = 1
absolute = 1

[State 1400, 보호막]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 파멸의 기둥
;-------------------------------------------------------------------------------

[Statedef 1450, 파멸의 기둥]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1450
sprpriority = 2

[State 1450, 파멸의 기둥]
type = NotHitBy
trigger1 = var(1) = 1 || animelem >= 5
value = SCA

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
trigger1 = time = 0
trigger1 = command = "x"
trigger1 = prevstateno != 1450
v = 5
value = 0

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "a"
trigger1 = prevstateno != 1450
v = 5
value = 1

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "y"
trigger1 = prevstateno != 1450
v = 5
value = 2

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "b"
trigger1 = prevstateno != 1450
v = 5
value = 3

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
triggerall = time = 0
trigger1 = command = "z"
trigger1 = prevstateno != 1450
v = 5
value = 4

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) = 1
triggerall = time = 0
trigger1 = prevstateno != 1450
v = 5
value = 4

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "x"
v = 5
value = 0

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "a"
v = 5
value = 1

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "y"
v = 5
value = 2

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "b"
v = 5
value = 3

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = command = "z"
v = 5
value = 4

[State 1450, 파멸의 기둥]
type = varrandom
triggerall = var(30) = 1
trigger1 = time != 0
range = 0,4
v = 5

[State 1450, 파멸의 기둥]
type = varset
trigger1 = time = 0
trigger1 = prevstateno != 1450
v = 18
value = 2+((var(1)=1)*2)+(((var(29)>=1)*5)+5)+(palno=12)*(((var(44)>=1)*10)+5)

[State 1450, 파멸의 기둥]
type = varadd
trigger1 = time = 0
trigger1 = prevstateno = 1450
v = 18
value = -1

[State 1450, 파멸의 기둥]
type = varset
trigger1 = prevstateno != 1450
v = 13
value = 0

[State 1450, 파멸의 기둥]
type = varset
trigger1 = prevstateno = 1450
v = 13
value = 1

[State 1450, 파멸의 기둥]
type = varset
trigger1 = time = 0
v = 7
value = 0

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) != 1
trigger1 = time != 0
trigger1 = (command = "x")||(command = "a")||(command = "y")||(command = "b")||(command = "z")
v = 7
value = 1

[State 1450, 파멸의 기둥]
type = varset
triggerall = var(30) = 1
trigger1 = time != 0
v = 7
value = 1

[State 1450, 파멸의 기둥]
type = playsnd
trigger1 = animelem = 1
value = 2562,21

[State 1450, 파멸의 기둥]
type = helper
triggerall = var(1) != 1
trigger1 = Animelem = 1
id = 1455
persistent = 0
name = "Skull Of Destruction"
pos = 70*var(5)+40,0
postype = P1
stateno = 1455
helpertype = normal
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1450, 파멸의 기둥]
type = helper
triggerall = var(1) = 1
trigger1 = Animelem = 1
id = 1455
persistent = 0
name = "Skull Of Destruction"
pos = 70*var(5)+40,0
postype = P1
stateno = 1455
helpertype = player
keyctrl = 0
ownpal = 1
SuperMoveTime = 9999999
PauseMoveTime = 9999999

[State 1450, 파멸의 기둥]
type = changestate
triggerall = var(18) >= 0
trigger1 = (var(7) = 1)&&(time >=(17-((palno=12)*12))+((var(30)=1)*(38-((palno=12)*35))))
value = 1450

[State 1450, 파멸의 기둥]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 파멸의 기둥
;-------------------------------------------------------------------------------

[Statedef 1455, 파멸의 기둥]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1410

[state 1455, 파멸의 기둥]
type = SelfState
triggerall = !ishelper(1455)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[state 1455, 파멸의 기둥]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[state 1455, 파멸의 기둥]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[state 1455, 파멸의 기둥]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1455

[state 1455, 파멸의 기둥]
type = posset
trigger1 = time = 0
trigger1 = root,var(5) = 4
x = enemy,pos x

[state 1455, 파멸의 기둥]
type = playsnd
trigger1 = animelem = 12
value = 2552,0

[state 1455, 파멸의 기둥]
type = playsnd
trigger1 = animelem = 12
value = 2562,27

[state 1455, 파멸의 기둥]
type = playsnd
trigger1 = animelem = 12
value = 2551,0

[state 1455, 파멸의 기둥]
type = Trans
triggerall = root,var(29) <= 1
trigger1 = 1
trans = add

[state 1455, 파멸의 기둥]
type = Trans
triggerall = root,var(29) >= 1
trigger1 = 1
trans = sub

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 12
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
trans = add

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
trans = add

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 14
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
trans = add

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
trans = add

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
trans = add

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
trans = add

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 14
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
trans = add

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) <= 1
triggerall = AnimElemtime(12) >= 0
trigger1 = (GameTime%(2+((root,palno=12)*2))) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999
PauseMoveTime = 9999

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 12
anim = 2551;1415
id = 1415
sprpriority = 3
postype = p1
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
under = 0
trans = sub

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 5
supermove = 0
ignorehitpause = 1
under = 0
trans = sub

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 14
anim = 22108
sprpriority = 6
postype = p1
pos = 0,-100
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
trans = sub

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,30
bindtime = 1
removetime = 15
supermove = 0
scale = 0.8,0.8
ignorehitpause = 1
under = 0
trans = sub

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 3
postype = p1
pos = 0,0
bindtime = 1
removetime = 20
supermove = 0
scale = 0.6,0.6
ignorehitpause = 1
under = 0
trans = sub

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 14
anim = 22102
id = 1415
sprpriority = 2
postype = p1
pos = 0,0
bindtime = 1
removetime = 25
supermove = 0
scale = 0.3,0.3
ignorehitpause = 1
under = 0
trans = sub

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 14
anim = 2553
sprpriority = 4
postype = p1
pos = -2,1
bindtime = 1
supermove = 0
ignorehitpause =1
under = 0
trans = sub

[state 1455, 파멸의 기둥]
type = Explod
triggerall = root,var(29) >= 1
triggerall = AnimElemtime(12) >= 0
trigger1 = (GameTime%(2+((root,palno=12)*2))) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = root,var(50),root,var(51)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 0,-3
SuperMoveTime = 9999
PauseMoveTime = 9999
trans = sub

[state 1455, 파멸의 기둥]
type = EnvShake
trigger1 = animelem = 12
time = 12
ampl = -12
freq = 95
phase = 95

[state 1455, 파멸의 기둥]
type = Projectile
triggerall = root,var(1) != 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAF
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 1460

[state 1455, 파멸의 기둥]
type = Projectile
triggerall = root,var(1) = 1
trigger1 = AnimElem = 14
attr = S, NA
projanim = 22150
projhitanim = -1
projid = 35900
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 14
postype = p1
offset = 0,0
velocity = 0
numhits = 1
animtype  = hard
damage    = Ceil(0.07 * enemy,Const(data.life)) * root,var(39),Ceil(0.008 * enemy,Const(data.life)) * root,var(39)
getpower = 20,20
givepower = 0,0
guardflag = H
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + var(35)
sparkxy = -7, -70
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-17
air.velocity = -0.5,-17
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 1460

[state 1455, 파멸의 기둥]
type = destroyself
trigger1 = animtime = 0

;-------------------------------------------------------------------------------
; 원령강림
;-------------------------------------------------------------------------------

[Statedef 1500, 원령강림]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 80
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 1500, 원령강림]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1500, 원령강림]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = 80
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1500, 원령강림]
type = helper
triggerall = var(1) != 1
trigger1 = Animelem = 5||Animelem=6&&var(29)>=1||Animelem=7&&var(44)>=1
id = 1501
persistent = 1
name = "Revenge Advent"
pos = 50,-95
postype = P1
stateno = 1501
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1500, 원령강림]
type = helper
triggerall = var(1) = 1
trigger1 = Animelem = 5||Animelem=6&&var(29)>=1||Animelem=7&&var(44)>=1
id = 1501
persistent = 1
name = "Revenge Advent"
pos = 50,-95
postype = P1
stateno = 1501
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1500, 원령강림]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 원령강림
;-------------------------------------------------------------------------------

[Statedef 1501, 원령강림]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1501, 원령강림]
type = SelfState
triggerall = !ishelper(1501)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1501, 원령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1501, 원령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1501, 원령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1501

[State 1501, 원령강림]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1501, 원령강림]
type = PlaySnd
triggerall = var(5) = 0
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1501, 원령강림]
type = Explod
triggerall = var(5) = 0
trigger1 = root,var(29) <= 1
trigger1 = animelem = 4
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Explod
triggerall = var(5) = 0
trigger1 = root,var(29) <= 1
trigger1 = animelem = 1
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Explod
triggerall = var(5) = 0
trigger1 = root,var(29) <= 1
trigger1 = animelem = 3
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Explod
triggerall = var(5) = 0
trigger1 = root,var(29) <= 1
trigger1 = animelem = 2
anim = 22107
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Explod
triggerall = var(5) = 0
trigger1 = root,var(29) >= 1
trigger1 = animelem = 4
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Explod
triggerall = var(5) = 0
trigger1 = root,var(29) >= 1
trigger1 = animelem = 1
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Explod
triggerall = var(5) = 0
trigger1 = root,var(29) >= 1
trigger1 = animelem = 3
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Explod
triggerall = var(5) = 0
trigger1 = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Trans
trigger1 = root,var(29) >= 1
trans = sub

[State 1501, 원령강림]
type = Trans
trigger1 = root,var(29) <= 1
trans = add

[State 1501, 원령강림]
type = velset
triggerall = var(5) = 0
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-(root,var(29)>=1)*0.6-(root,var(44)>=1)*0.6

[State 1501, 원령강림]
type = velset
triggerall = var(5) = 0
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+(root,var(29)>=1)*0.6+(root,var(44)>=1)*0.6

[State 1501, 원령강림]
type = velset
triggerall = var(5) = 0
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-(root,var(29)>=1)*0.6-(root,var(44)>=1)*0.6

[State 1501, 원령강림]
type = velset
triggerall = var(5) = 0
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+(root,var(29)>=1)*0.6+(root,var(44)>=1)*0.6

[State 1501, 원령강림]
type = DestroySelf
triggerall = var(5) = 0
trigger1 = time >= ((root,var(1)=1)*80)+100+(var(29)>=1)*50+(var(44)>=1)*50
trigger2 = roundstate >= 3

[State 1501, 원령강림]
type = VarSet
triggerall = var(5) = 0
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
v = 5
value = 1
ignorehitpause = 1

[State 1501, 원령강림]
type = ChangeAnim
triggerall = var(5) = 1
trigger1 = 1
value = 22159
ignorehitpause = 1
persistent = 0

[State 1501, 원령강림]
type = SprPriority
triggerall = var(5) = 1
trigger1 = 1
value = 3
ignorehitpause = 1

[State 1501, 원령강림]
type = helper
triggerall = root,var(1) != 1
triggerall = var(5) = 1
trigger1 = Animelem = 2
id = 1502
persistent = 0
name = "Revenge Agent"
pos = 20,20
postype = P1
stateno = 1502
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = helper
triggerall = root,var(1) = 1
triggerall = var(5) = 1
trigger1 = Animelem = 2
id = 1502
persistent = 0
name = "Revenge Agent"
pos = 20,20
postype = P1
stateno = 1502
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 6
anim = 22158
id = 22158
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 6
anim = 22158
trans = sub
id = 22158
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1501, 원령강림]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = AnimElem = 2
value = 2550, 0

[State 1501, 원령강림]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = AnimElem = 3
value = 2552, 0
volume = -50

[State 1501, 원령강림]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = AnimElem = 2
value = 2562, 33
volume = 220

[State 1501, 원령강림]
type = EnvShake
triggerall = var(5) = 1
trigger1 = AnimElem = 2
time = 8
ampl = -8
freq = 95
phase = 95

[State 1501, 원령강림]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit22159 >= 1 || projguarded22159 >= 1
v = 45
value = 15
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1501, 원령강림]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit22519 >= 1 || projguarded22519 >= 1
v = 45
value = 400
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1501, 원령강림]
type = Projectile
triggerall = var(5) = 1
trigger1 = AnimElem = 2
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22159
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.007 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1501, 원령강림]
type = DestroySelf
triggerall = var(5) = 1
trigger1 = AnimTime = 0
trigger2 = roundstate >= 3

;-------------------------------------------------------------------------------
; 원령강림
;-------------------------------------------------------------------------------

[Statedef 1502, 원령강림]
type = S
movetype = A
physics = N
anim = 22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1502, 원령강림]
type = SelfState
triggerall = !ishelper(1502)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1502, 원령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1502, 원령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1501, 원령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1502

[State 1502, 원령강림]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1502, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
trans = add
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1502, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
trans = sub
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 8
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 4
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 10
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 40,-40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 6
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 12
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 8
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 14
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,-20
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 10
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 16
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 10,-5
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 10,-5
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 12
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 18
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 60,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 14
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 20
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 16
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 22
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -50,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -50,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 18
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1502, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 24
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1502, 원령강림]
type = helper
triggerall = root,var(1) != 1
trigger1 = Animelem = 18
id = 1503
persistent = 0
name = "Revenge Agent"
pos = 0,0
postype = P1
stateno = 1503
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = helper
triggerall = root,var(1) = 1
trigger1 = Animelem = 18
id = 1503
persistent = 0
name = "Revenge Agent"
pos = 0,0
postype = P1
stateno = 1503
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1502, 원령강림]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2550, 0

[State 1502, 원령강림]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 1502, 원령강림]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 5
ampl = -5
freq = 95
phase = 95

[State 1502, 원령강림]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = roundstate >= 3

;-------------------------------------------------------------------------------
; 원령강림
;-------------------------------------------------------------------------------

[Statedef 1503, 원령강림]
type = S
movetype = A
physics = N
anim = 22160
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1503, 원령강림]
type = SelfState
triggerall = !ishelper(1503)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1503, 원령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1503, 원령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1503, 원령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1503

[State 1503, 원령강림]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
trans = add
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
anim = 22161
trans = sub
sprpriority = 6
postype = p1
pos = 0,0
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 1503, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 2
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = -30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
trigger1 = root,var(29) <= 1
trigger1 = animelem = 8
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = -30,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
trigger1 = root,var(29) >= 1
trigger1 = animelem = 8
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Projectile
trigger1 = AnimElem = 3
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -30,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 4
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 10
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 4
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 10
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 50,-60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Projectile
trigger1 = AnimElem = 5
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 50,-60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 6
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 12
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 6
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 12
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Projectile
trigger1 = AnimElem = 7
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -40,30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 8
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 14
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 8
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 14
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 20,60
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Projectile
trigger1 = AnimElem = 9
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 20,60
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 10
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 16
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 10
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 16
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 70,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Projectile
trigger1 = AnimElem = 11
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 70,-30
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 12
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 18
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 12
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 18
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Projectile
trigger1 = AnimElem = 13
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 14
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 20
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 14
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 20
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-80
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Projectile
trigger1 = AnimElem = 15
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,-80
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 16
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 22
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 16
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 22
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = -70,0
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Projectile
trigger1 = AnimElem = 17
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = -70,0
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 18
anim = 22159
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 24
anim = 22158
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 18
anim = 22159
trans = sub
id = 22159
sprpriority = 2
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1503, 원령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 24
anim = 22158
trans = sub
id = 22158
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0
PauseMoveTime = 9999999

[State 1503, 원령강림]
type = Projectile
trigger1 = AnimElem = 19
attr = S, NA
projanim = 11503
projhitanim = -1
projid = 22519
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 10
postype = p1
offset = 0,40
velocity = 0
animtype  = hard
damage    = Ceil(0.003 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 15,15
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,2
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100

[State 1503, 원령강림]
type = PlaySnd
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
value = 2562, 9

[State 1503, 원령강림]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 32

[State 1503, 원령강림]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 4 || AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
trigger2 = AnimElem = 14 || AnimElem = 16 || AnimElem = 18
time = 6
ampl = -6
freq = 95
phase = 95

[State 1503, 원령강림]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = roundstate >= 3

;-------------------------------------------------------------------------------
; 혼령강림
;-------------------------------------------------------------------------------

[Statedef 1600, 혼령강림]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 50
ctrl = 0
velset = 0,0
anim = 11500
sprpriority = 2

[State 1600, 혼령강림]
type = PlaySnd
trigger1 = animelem = 4
value = 1200, 0

[State 1600, 혼령강림]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = 50
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1600, 혼령강림]
type = helper
triggerall = var(1) != 1
trigger1 = Animelem = 5||Animelem=6&&var(29)>=1||Animelem=7&&var(44)>=1
id = 1601
persistent = 1
name = "Soul Agent"
pos = 50,-95
postype = P1
stateno = 1601
helpertype = normal
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1600, 혼령강림]
type = helper
triggerall = var(1) = 1
trigger1 = Animelem = 5||Animelem=6&&var(29)>=1||Animelem=7&&var(44)>=1
id = 1601
persistent = 1
name = "Soul Agent"
pos = 50,-95
postype = P1
stateno = 1601
helpertype = player
keyctrl = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1600, 혼령강림]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 혼령강림
;-------------------------------------------------------------------------------

[Statedef 1601, 혼령강림]
type = S
movetype = A
physics = N
anim = 22107
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1601, 혼령강림]
type = SelfState
triggerall = !ishelper(1601)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1601, 혼령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1601, 혼령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1601, 혼령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1601

[State 1601, 혼령강림]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1601, 혼령강림]
type = PlaySnd
trigger1 = (GameTime%20) = 1
value = 2562, 28
volume = -50

[State 1601, 혼령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 4
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1601, 혼령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 1
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1601, 혼령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 3
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1601, 혼령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 2
anim = 22107
trans = sub
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1601, 혼령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 4
anim = 22107
trans = add
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,-5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1601, 혼령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 1
anim = 22107
trans = add
sprpriority = 1
postype = p1
velset = 0,0
pos = -15,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.4,0.4
under = 0
ownpal = 1

[State 1601, 혼령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 3
anim = 22107
trans = add
sprpriority = 1
postype = p1
velset = 0,0
pos = -5,0
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1601, 혼령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 2
anim = 22107
trans = add
sprpriority = 1
postype = p1
velset = 0,0
pos = 0,5
bindtime = 1
supermove = 0
ignorehitpause = 1
scale = 0.7,0.7
under = 0
ownpal = 1

[State 1601, 혼령강림]
type = Trans
trigger1 = root,var(29) >= 1
trans = sub

[State 1601, 혼령강림]
type = Trans
trigger1 = root,var(29) <= 1
trans = add

[State 1601, 혼령강림]
type = velset
triggerall = var(5) = 0
trigger1 = p2bodydist X< 0
trigger1 = Time >= 10
x = -1-(root,var(29)>=1)*0.6-(root,var(44)>=1)*0.6

[State 1601, 혼령강림]
type = velset
triggerall = var(5) = 0
trigger1 = p2bodydist X > 0
trigger1 = Time >= 10
x = 1+(root,var(29)>=1)*0.6+(root,var(44)>=1)*0.6

[State 1601, 혼령강림]
type = velset
triggerall = var(5) = 0
trigger1 = p2bodydist Y < 50
trigger1 = Time >= 10
y = -0.2-(root,var(29)>=1)*0.6-(root,var(44)>=1)*0.6

[State 1601, 혼령강림]
type = velset
triggerall = var(5) = 0
trigger1 = p2bodydist Y > 50
trigger1 = Time >= 10
y = 0.2+(root,var(29)>=1)*0.6+(root,var(44)>=1)*0.6

;[State 1601, 혼령강림]
;type = ChangeState
;triggerall = var(5) = 0
;trigger1 = p2dist x = [-50,50]
;trigger1 = p2dist y = [-80,80]
;value = 12503

[State 1601, 혼령강림]
type = DestroySelf
triggerall = var(5) = 0
trigger1 = time >= ((root,var(1)=1)*80)+100+(var(29)>=1)*50+(var(44)>=1)*50
trigger2 = roundstate >= 3

[State 1601, 혼령강림]
type = VarSet
triggerall = var(5) = 0
trigger1 = p2dist x = [-50,50]
trigger1 = p2dist y = [-80,80]
v = 5
value = 1
ignorehitpause = 1

[State 1601, 혼령강림]
type = ChangeAnim
triggerall = var(5) = 1
trigger1 = 1
value = 11504
ignorehitpause = 1
persistent = 0

[State 1601, 혼령강림]
type = SprPriority
triggerall = var(5) = 1
trigger1 = 1
value = 3
ignorehitpause = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 6
id = 1602
persistent = 0
name = "Soul Agent"
pos = 20,-30
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 8
id = 1602
persistent = 0
name = "Soul Agent"
pos = -20,30
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 12
id = 1602
persistent = 0
name = "Soul Agent"
pos = 10,-5
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 16
id = 1602
persistent = 0
name = "Soul Agent"
pos = -40,-30
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 20
id = 1602
persistent = 0
name = "Soul Agent"
pos = 40,30
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 23
id = 1603
persistent = 0
name = "Soul Agent"
pos = 0,0
postype = P1
stateno = 1603
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 6
id = 1602
persistent = 0
name = "Soul Agent"
pos = 20,-30
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 8
id = 1602
persistent = 0
name = "Soul Agent"
pos = -20,30
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 12
id = 1602
persistent = 0
name = "Soul Agent"
pos = 10,-5
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 16
id = 1602
persistent = 0
name = "Soul Agent"
pos = -40,-30
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 20
id = 1602
persistent = 0
name = "Soul Agent"
pos = 40,30
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 23
id = 1603
persistent = 0
name = "Soul Agent"
pos = 0,0
postype = P1
stateno = 1603
helpertype = player
keyctrl = 0
ownpal = 1

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) <= 1
trigger1 = animelem = 3
anim = 11504
trans = add
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) <= 1
trigger1 = animelem = 5
anim = 11504
trans = add
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) <= 1
trigger1 = animelem = 7
anim = 11504
trans = add
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -10,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) <= 1
trigger1 = animelem = 7
anim = 11504
trans = add
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) <= 1
trigger1 = animelem = 7
anim = 11504
trans = add
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) >= 1
trigger1 = animelem = 3
anim = 11504
trans = sub
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) >= 1
trigger1 = animelem = 5
anim = 11504
trans = sub
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) >= 1
trigger1 = animelem = 7
anim = 11504
trans = sub
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -10,-20
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) >= 1
trigger1 = animelem = 7
anim = 11504
trans = sub
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 40,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = Explod
triggerall = var(5) = 1
triggerall = root, var(29) >= 1
trigger1 = animelem = 7
anim = 11504
trans = sub
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 60,-40
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1601, 혼령강림]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = AnimElem = 2  || AnimElem = 5
value = 2550, 0

[State 1601, 혼령강림]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = AnimElem = 3
value = 2562, 9

[State 1601, 혼령강림]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = AnimElem = 7
value = 2552, 0

[State 1601, 혼령강림]
type = EnvShake
triggerall = var(5) = 1
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 5 || AnimElem = 7
time = 25
ampl = -24
freq = 95
phase = 95

[State 1601, 혼령강림]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit11503 >= 1 || projguarded11503 >= 1
v = 45
value = 200
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 1601, 혼령강림]
type = Projectile
triggerall = var(5) = 1
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
projid = 11503
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.007 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,4
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-2
air.velocity = -1,-2
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100;1460

[State 1601, 혼령강림]
type = DestroySelf
triggerall = var(5) = 1
trigger1 = AnimTime = 0
trigger2 = roundstate >= 3

;-------------------------------------------------------------------------------
; 원령강림
;-------------------------------------------------------------------------------

[Statedef 1602, 혼령강림]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1602, 혼령강림]
type = SelfState
triggerall = !ishelper(1602)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1602, 혼령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1602, 혼령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1602, 혼령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1602

[State 1602, 혼령강림]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 1602, 혼령강림]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
projid = 11503
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,6
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100;1460

[State 1602, 혼령강림]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3
time = 20
ampl = -20
freq = 95
phase = 95

[State 1602, 혼령강림]
type = Explod
trigger1 = root, var(29) <= 1
trigger1 = animelem = 3
anim = 11504
trans = add
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1602, 혼령강림]
type = Explod
trigger1 = root, var(29) <= 1
trigger1 = animelem = 5
anim = 11504
trans = add
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1602, 혼령강림]
type = Explod
trigger1 = root, var(29) >= 1
trigger1 = animelem = 3
anim = 11504
trans = sub
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1602, 혼령강림]
type = Explod
trigger1 = root, var(29) >= 1
trigger1 = animelem = 5
anim = 11504
trans = sub
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1602, 혼령강림]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 9

[State 1602, 혼령강림]
type = Trans
trigger1 = root, var(29) <= 1
trans = add

[State 1602, 혼령강림]
type = Trans
trigger1 = root, var(29) >= 1
trans = sub

[State 1602, 혼령강림]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = roundstate >= 3

;-------------------------------------------------------------------------------
; 원령강림
;-------------------------------------------------------------------------------

[Statedef 1603, 혼령강림]
type = S
movetype = A
physics = N
anim = 11504
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1603, 혼령강림]
type = SelfState
triggerall = !ishelper(1603)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 1603, 혼령강림]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 1603, 혼령강림]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 1603, 혼령강림]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 1603

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 6
id = 1602
persistent = 0
name = "Soul Agent"
pos = 40,-50
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 8
id = 1602
persistent = 0
name = "Soul Agent"
pos = -40,50
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 12
id = 1602
persistent = 0
name = "Soul Agent"
pos = 30,-25
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 16
id = 1602
persistent = 0
name = "Soul Agent"
pos = -60,-60
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) != 1
trigger1 = Animelem = 20
id = 1602
persistent = 0
name = "Soul Agent"
pos = 60,50
postype = P1
stateno = 1602
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 6
id = 1602
persistent = 0
name = "Soul Agent"
pos = 40,-50
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 8
id = 1602
persistent = 0
name = "Soul Agent"
pos = -40,50
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 12
id = 1602
persistent = 0
name = "Soul Agent"
pos = 30,-25
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 16
id = 1602
persistent = 0
name = "Soul Agent"
pos = -60,-60
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = helper
triggerall = var(5) = 1
triggerall = root, var(1) = 1
trigger1 = Animelem = 20
id = 1602
persistent = 0
name = "Soul Agent"
pos = 60,50
postype = P1
stateno = 1602
helpertype = player
keyctrl = 0
ownpal = 1

[State 1603, 혼령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 3
anim = 11504
trans = sub
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1603, 혼령강림]
type = Explod
triggerall = root,var(29) >= 1
trigger1 = animelem = 5
anim = 11504
trans = sub
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1603, 혼령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 3
anim = 11504
trans = add
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = 30,-30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1603, 혼령강림]
type = Explod
triggerall = root,var(29) <= 1
trigger1 = animelem = 5
anim = 11504
trans = add
id = 11504
sprpriority = 1
postype = p1
velset = 0,0
pos = -30,30
bindtime = -1
supermove = 0
persistent = 0
ignorehitpause = 1
under = 0

[State 1603, 혼령강림]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2562, 9

[State 1603, 혼령강림]
type = Projectile
trigger1 = AnimElem = 2
attr = S, HA
projanim = 11503
projhitanim = -1
projid = 11503
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 18
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.025 * enemy,Const(data.life)) * root,var(39),Ceil(0.01 * enemy,Const(data.life)) * root,var(39)
getpower = 50,50
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,6
sparkno = s22109 + root,var(35)
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 6100;1460

[State 1603, 혼령강림]
type = EnvShake
trigger1 = AnimElem = 2 || AnimElem = 3
time = 20
ampl = -20
freq = 95
phase = 95

[State 1603, 혼령강림]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = roundstate >= 3

;-------------------------------------------------------------------------------
; 순간이동
;-------------------------------------------------------------------------------

[Statedef 1800, 순간이동]
type = A
ctrl = 0
anim = 1888
velset = 0,0

[State 1800, 순간이동]
type = NotHitBy
trigger1 = 1
value = SCA

[State 1800, 순간이동]
type = varset
triggerall = var(30) != 1
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[State 1800, 순간이동]
type = varset
triggerall = var(30) != 1
trigger1 = command = "a"
trigger1 = time = 0
v = 5
value = 1

[State 1800, 순간이동]
type = varset
triggerall = var(30) != 1
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 2

[State 1800, 순간이동]
type = varset
triggerall = var(30) != 1
trigger1 = command = "b"
trigger1 = time = 0
v = 5
value = 3

[State 1800, 순간이동]
type = varset
triggerall = var(30) != 1
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 4

[State 1800, 순간이동]
type = varset
triggerall = var(30) != 1
trigger1 = command = "c"
trigger1 = time = 0
v = 5
value = 5

[State 1800, 순간이동]
type = varrandom
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper > 0 || Enemy,NumProj > 0
range = 0,3
v = 5

[State 1800, 순간이동]
type = varset
triggerall = var(30) = 1
trigger1 = time = 0
trigger1 = Enemy,NumHelper = 0 && Enemy,NumProj = 0
v = 5
value = 5

[State 1800, 순간이동]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1800, 순간이동]
type = Explod
trigger1 = time = 0
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1800, 순간이동]
type = Explod
trigger1 = Pos Y >= 0
trigger1 = time = 0
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1800, 순간이동]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 0
x = -120

[State 1800, 순간이동]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 1
x = -50

[State 1800, 순간이동]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 2
x = 50

[State 1800, 순간이동]
type = posset
trigger1 = animtime = 0
trigger1 = var(5) = 3
x = 120

[State 1800, 순간이동]
type = posset
triggerall = animtime = 0
trigger1 = var(5) = 4
trigger2 = var(5) = 5
x = enemy,pos x

[State 1800, 순간이동]
type = changestate
trigger1 = animtime = 0
value = 1805

;-------------------------------------------------------------------------------
; 순간이동
;-------------------------------------------------------------------------------

[Statedef 1805, 순간이동]
type = S
ctrl = 0
anim = 1889
velset = 0,0

[State 1805, 순간이동]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 7,<=6
value = SCA

[State 1805, 순간이동]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 3,<=2
value = SCA

[State 1805, 순간이동]
type = PlaySnd
trigger1 = time = 0
value = 2562,20

[State 1805, 순간이동]
type = turn
trigger1 = p2dist x< 0
value = 1

[State 1805, 순간이동]
type = Explod
trigger1 = time = 0
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1805, 순간이동]
type = Explod
trigger1 = time = 0
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
under = 0
ownpal = 1
PauseMoveTime = 9999999

[State 1805, 순간이동]
type = posset
trigger1 = time = 0
y = 0

[State 1805, 순간이동]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 4
x = -20

[State 1805, 순간이동]
type = posadd
trigger1 = time = 0
trigger1 = var(5) = 5
x = 20

[State 1805, 순간이동]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 흉악 자동 방어
;-------------------------------------------------------------------------------

[Statedef 1875, 흉악 자동 방어]
type    = S
movetype= I
physics = S

[State 1875, 흉악 자동 방어]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time=30+((palno=12)*126)+((life<500)=1)*50+((life<100)=1)*160+random%50+((life<300)=1)*100+(var(29)>=1)*random%50+(var(44)>=1)*random%50+(var(42)=1000)*200

[State 1875, 흉악 자동 방어]
type = lifeadd
triggerall = prevstateno != 196
trigger1 = (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.0005)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State 1875, 흉악 자동 방어]
type = lifeadd
triggerall = prevstateno != 196
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value=-(lifemax*((life>=0)*(0.00025+(0.001*fvar(28)))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State 1875, 흉악 자동 방어]
type = lifeadd
triggerall = prevstateno != 196
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.0005+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State 1875, 흉악 자동 방어]
type = LifeAdd
triggerall = prevstateno != 196
trigger1 = var(1) = 1
trigger1 = palno = 12
value = ((life>100)=1)*random%2+((life<300)*(enemy,life>enemy,lifemax*0.6))*random%72-((life>=300)*(enemy,life<enemy,lifemax*0.01))-((life<20)*(enemy,life<life))+random%1
absolute = 1

[State 1875, 흉악 자동 방어]
type = LifeAdd
trigger1 = var(1) = 1
trigger1 = palno = 12
trigger1 = life <= 10
trigger1 = var(42) = 1000
value = lifemax*1/2 + random%72
absolute = 1

[State 1875, 흉악 자동 방어]
type = VarSet
triggerall = !ishelper
triggerall = palno=12&&var(1)=1
trigger1 = roundstate < 2
trigger2 = roundstate != 2
trigger2 = !win
trigger2 = !lose
trigger2 = !winko
trigger2 = !loseko
trigger2 = alive && var(46) <= 0 || var(46) > LifeMax
trigger3 = drawgame
v = 46
value = LifeMax

[State 1875, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = (var(30)=0||var(30)!=0&&palno!=12)
v = 46
value = -(lifemax*(((life>=0)*0.0005)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1875, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[0,2])
v = 46
value=-(lifemax*((life>=0)*(0.00025+(0.001*fvar(28)))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1875, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
v = 46
value = -(lifemax*(((life>=0)*(0.0005+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1875, 흉악 자동 방어]
type = varAdd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(1) = 1 && palno = 12
v = 46
value = ((life>100)=1)*random%2+((life<300)*(enemy,life>enemy,lifemax*0.6))*random%72-((life>=300)*(enemy,life<enemy,lifemax*0.01))-((life<20)*(enemy,life<life))+random%1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1875, 흉악 자동 방어]
type = varAdd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(1) = 1 && palno = 12
trigger1 = life <= 10 && var(42) = 1000
v = 46
value = lifemax*1/2 + random%72
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1875, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = roundstate = 2 && var(1)=1
v = 45
value = ((life<100)=1)*random%7+((life<300)*(enemy,life>enemy,lifemax*0.6))*random%24+((life>=300)*(enemy,life<enemy,lifemax*0.01))*-1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1875, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
triggerall = enemy,life>enemy,lifemax*0.5
trigger1 = roundstate = 2 && var(1)=1
v = 45
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1875, 흉악 자동 방어]
type = varadd
triggerall = prevstateno != 196
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 1875, 흉악 자동 방어]
type = HitVelSet
triggerall = prevstateno != 196
trigger1 = Time = 0
x = 0

[State 1875, 흉악 자동 방어]
type = VelSet
triggerall = prevstateno != 196
trigger1 = Time = GetHitVar(slidetime)
trigger2 = Time >= GetHitVar(hittime)
x = 0

[State 1875, 흉악 자동 방어]
type = ChangeState
trigger1 = Time >= 1
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 흉악 자동 방어
;-------------------------------------------------------------------------------

[Statedef 1876, 흉악 자동 방어]
type    = A
movetype= I
physics = N

[State 1876, 흉악 자동 방어]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time=30+((palno=12)*126)+((life<500)=1)*50+((life<100)=1)*160+random%50+((life<300)=1)*100+(var(29)>=1)*random%50+(var(44)>=1)*random%50+(var(42)=1000)*200

[State 1876, 흉악 자동 방어]
type = lifeadd
triggerall = prevstateno != 196
trigger1 = (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.0005)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State 1876, 흉악 자동 방어]
type = lifeadd
triggerall = prevstateno != 196
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value=-(lifemax*((life>=0)*(0.00025+(0.001*fvar(28)))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State 1876, 흉악 자동 방어]
type = lifeadd
triggerall = prevstateno != 196
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.0005+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State 1876, 흉악 자동 방어]
type = LifeAdd
triggerall = prevstateno != 196
trigger1 = var(1) = 1
trigger1 = palno = 12
value = ((life>100)=1)*random%2+((life<300)*(enemy,life>enemy,lifemax*0.6))*random%72-((life>=300)*(enemy,life<enemy,lifemax*0.01))-((life<20)*(enemy,life<life))+random%1
absolute = 1

[State 1876, 흉악 자동 방어]
type = LifeAdd
trigger1 = var(1) = 1
trigger1 = palno = 12
trigger1 = life <= 10
trigger1 = var(42) = 1000
value = lifemax*1/2 + random%72
absolute = 1

[State 1876, 흉악 자동 방어]
type = VarSet
triggerall = !ishelper
triggerall = palno=12&&var(1)=1
trigger1 = roundstate < 2
trigger2 = roundstate != 2
trigger2 = !win
trigger2 = !lose
trigger2 = !winko
trigger2 = !loseko
trigger2 = alive && var(46) <= 0 || var(46) > LifeMax
trigger3 = drawgame
v = 46
value = LifeMax

[State 1876, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = (var(30)=0||var(30)!=0&&palno!=12)
v = 46
value = -(lifemax*(((life>=0)*0.0005)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1876, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[0,2])
v = 46
value=-(lifemax*((life>=0)*(0.00025+(0.001*fvar(28)))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1876, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
v = 46
value = -(lifemax*(((life>=0)*(0.0005+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1876, 흉악 자동 방어]
type = varAdd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(1) = 1 && palno = 12
v = 46
value = ((life>100)=1)*random%2+((life<300)*(enemy,life>enemy,lifemax*0.6))*random%72-((life>=300)*(enemy,life<enemy,lifemax*0.01))-((life<20)*(enemy,life<life))+random%1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1876, 흉악 자동 방어]
type = varAdd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(1) = 1 && palno = 12
trigger1 = life <= 10 && var(42) = 1000
v = 46
value = lifemax*1/2 + random%72
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1876, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = roundstate = 2 && var(1)=1
v = 45
value = ((life<100)=1)*random%7+((life<300)*(enemy,life>enemy,lifemax*0.6))*random%24+((life>=300)*(enemy,life<enemy,lifemax*0.01))*-1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1876, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
triggerall = enemy,life>enemy,lifemax*0.5
trigger1 = roundstate = 2 && var(1)=1
v = 45
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1876, 흉악 자동 방어]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 1876, 흉악 자동 방어]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035
value = 5040

[State 1876, 흉악 자동 방어]
type = CtrlSet
trigger1 = HitOver
value = 1

[State 1876, 흉악 자동 방어]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 1876, 흉악 자동 방어]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 

;-------------------------------------------------------------------------------
; 흉악 자동 방어
;-------------------------------------------------------------------------------

[Statedef 1877, 흉악 자동 방어]
type    = A
movetype= I
physics = A

[State 1877, 흉악 자동 방어]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time=30+((palno=12)*126)+((life<500)=1)*50+((life<100)=1)*160+random%50+((life<300)=1)*100+(var(29)>=1)*random%50+(var(44)>=1)*random%50+(var(42)=1000)*200

[State 1877, 흉악 자동 방어]
type = lifeadd
triggerall = prevstateno != 196
trigger1 = (var(30)=0||var(30)!=0&&palno!=12)
trigger1 = time = 0
value = -(lifemax*(((life>=0)*0.0005)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
absolute = 1

[State 1877, 흉악 자동 방어]
type = lifeadd
triggerall = prevstateno != 196
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[0,2])
trigger1 = time = 0
value=-(lifemax*((life>=0)*(0.00025+(0.001*fvar(28)))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
absolute = 1

[State 1877, 흉악 자동 방어]
type = lifeadd
triggerall = prevstateno != 196
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
trigger1 = time = 0
value = -(lifemax*(((life>=0)*(0.0005+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
absolute = 1

[State 1877, 흉악 자동 방어]
type = LifeAdd
triggerall = prevstateno != 196
trigger1 = var(1) = 1
trigger1 = palno = 12
value = ((life>100)=1)*random%2+((life<300)*(enemy,life>enemy,lifemax*0.6))*random%72-((life>=300)*(enemy,life<enemy,lifemax*0.01))-((life<20)*(enemy,life<life))+random%1
absolute = 1

[State 1877, 흉악 자동 방어]
type = LifeAdd
trigger1 = var(1) = 1
trigger1 = palno = 12
trigger1 = life <= 10
trigger1 = var(42) = 1000
value = lifemax*1/2 + random%72
absolute = 1

[State 1877, 흉악 자동 방어]
type = VarSet
triggerall = !ishelper
triggerall = palno=12&&var(1)=1
trigger1 = roundstate < 2
trigger2 = roundstate != 2
trigger2 = !win
trigger2 = !lose
trigger2 = !winko
trigger2 = !loseko
trigger2 = alive && var(46) <= 0 || var(46) > LifeMax
trigger3 = drawgame
v = 46
value = LifeMax

[State 1877, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = (var(30)=0||var(30)!=0&&palno!=12)
v = 46
value = -(lifemax*(((life>=0)*0.0005)+((life>=lifemax*0.02)*0.004)+((life>=lifemax*0.1)*0.01)+((life>=lifemax*0.2)*0.065)))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1877, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[0,2])
v = 46
value=-(lifemax*((life>=0)*(0.00025+(0.001*fvar(28)))+((life>=lifemax*0.02)*(0.002+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.005+(0.004*fvar(28))))+((life>=lifemax*0.2)*(0.01+(0.045*fvar(28))))))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1877, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(30)!=0&&palno=12&&(fvar(28)=[1,2])&&enemy,life<enemy,lifemax*0.95
v = 46
value = -(lifemax*(((life>=0)*(0.0005+(0.001*fvar(28))))+((life>=lifemax*0.02)*(0.003+(0.001*fvar(28))))+((life>=lifemax*0.1)*(0.004+(0.001*fvar(28))))))
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1877, 흉악 자동 방어]
type = varAdd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(1) = 1 && palno = 12
v = 46
value = ((life>100)=1)*random%2+((life<300)*(enemy,life>enemy,lifemax*0.6))*random%72-((life>=300)*(enemy,life<enemy,lifemax*0.01))-((life<20)*(enemy,life<life))+random%1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1877, 흉악 자동 방어]
type = varAdd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = var(1) = 1 && palno = 12
trigger1 = life <= 10 && var(42) = 1000
v = 46
value = lifemax*1/2 + random%72
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1877, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
trigger1 = roundstate = 2 && var(1)=1
v = 45
value = ((life<100)=1)*random%7+((life<300)*(enemy,life>enemy,lifemax*0.6))*random%24+((life>=300)*(enemy,life<enemy,lifemax*0.01))*-1
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1877, 흉악 자동 방어]
type = varadd
triggerall = !ishelper
triggerall = Helper(21474836),GetHitVar(Damage)
triggerall = enemy,life>enemy,lifemax*0.5
trigger1 = roundstate = 2 && var(1)=1
v = 45
value = (50+((palno!=12)*30))+((life<=lifemax*0.2)*(50+((palno!=12)*30)))+((var(29)>=1)*200)+((var(30)!=0&&fvar(28)=0)*150)
ignorehitpause = 1
supermovetime = 99999999
pausemovetime = 99999999

[State 1877, 흉악 자동 방어]
type = varadd
trigger1 =palno=12&&time=0
fv = 26
value = 1

[State 1877, 흉악 자동 방어]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 1877, 흉악 자동 방어]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 1877, 흉악 자동 방어]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;===============================================================================
;===============================================================================
;===============================================================================
; 필살 기술
;===============================================================================
;===============================================================================
;===============================================================================

;-------------------------------------------------------------------------------
; 구
;-------------------------------------------------------------------------------

[Statedef 2050, 구]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

[State 2050, 구]
type = SelfState
triggerall = !ishelper(2050)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 2050, 구]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 2050, 구]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2050, 구]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 2050

[State 2050, 구]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 2050, 구]
type = ChangeAnim
triggerall = root, var(1) = 1
trigger1 = root, stateno = 2200
trigger2 = root, stateno = 2201
trigger3 = root, stateno = 2202
value = 65528
ignorehitpause = 1
persistent = 0

[State 2050, 구]
type = Trans
triggerall = root, stateno != 3201
trigger1 = root,stateno = [2200,2203]
trigger1 = (root, var(29) <= 1)||(root, var(44) >= 1)
trigger4 = root,stateno != [2200,2203]
trigger4 = (root, var(29) <= 1)&&(root, var(44) <= 1)
trigger2 = root, stateno = 3200
trigger3 = root, var(1) != 1
trigger3 = (root, var(29) <= 1)||(root, var(44) >= 1)
trigger3 = root,stateno = [2200,2203]
trigger5 = root, var(1) != 1
trigger5 = root,stateno != [2200,2203]
trigger5 = (root, var(29) <= 1)&&(root, var(44) <= 1)
trans = add

[State 2050, 구]
type = Trans
triggerall = root, stateno != 3200
trigger1 = root, stateno = [2200,2203]
trigger1 = (root, var(29) >= 1)&&(root, var(44) <= 1)
trigger2 = root, stateno = [2200,2203]
trigger2 = root, var(1) != 1
trigger2 = (root, var(29) >= 1)&&(root, var(44) <= 1)
trigger3 = root, stateno != [2200,2203]
trigger3 = (root, var(29) >= 1)||(root, var(44) >= 1)
trigger4 = root, stateno != [2200,2203]
trigger4 = root, var(1) != 1
trigger4 = (root, var(29) >= 1)||(root, var(44) >= 1)
trans = sub

[State 2050, 구]
type = varset
triggerall = root,stateno != 3201
trigger1 = time = 0
v = 11
value = 0

[State 2050, 구]
type = VarAdd
triggerall = root,stateno != 3201
trigger1 = Var(11) <= 40
var(11) = 1

[State 2050, 구]
type = varset
triggerall = root,stateno = 3201
trigger1 = time = 0
v = 11
value = 0

[State 2050, 구]
type = VarAdd
triggerall = root,stateno = 3201
trigger1 = Var(11) <= 40
var(11) = 1

[State 2050, 구]
Type = AngleDraw
triggerall = root,stateno = 3201
Trigger1 = Time >= 0
scale = 0.2 + Var(11)/10, 0.2 + Var(11)/10

[State 2050, 구]
Type = AngleDraw
triggerall = root,stateno != 3201
Trigger1 = Time >= 0
scale = 0.2 + Var(11)/10.0+(anim=65528)*0.2 , 0.2 + Var(11)/10.0+(anim=65528)*0.2

[State 2050, 구]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[State 2050, 구]
type = destroyself
trigger1 = Time >= 25

;-------------------------------------------------------------------------------
; 구
;-------------------------------------------------------------------------------

[Statedef 2051, 구]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 22175
ownpal = 1

[State 2051, 구]
type = SelfState
triggerall = !ishelper(2051)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 2051, 구]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 2051, 구]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2051, 구]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 2051

[State 2051, 구]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 2051, 구]
type = ChangeAnim
triggerall = root, var(1) = 1
trigger1 = root, stateno = 2200
trigger2 = root, stateno = 2201
trigger3 = root, stateno = 2202
value = 65528
ignorehitpause = 1
persistent = 0

[State 2050, 구]
type = varset
triggerall = root,stateno = 2200
trigger1 = time = 0
v = 11
value = 0
persistent = 0

[State 2050, 구]
type = varset
triggerall = root,stateno = 3201
trigger1 = time = 0
v = 13
value = 0
persistent = 0

[State 2051, 구]
type = Trans
triggerall = root, stateno != 3201
trigger1 = root,stateno = [2200,2203]
trigger1 = (root, var(29) <= 1)||(root, var(44) >= 1)
trigger4 = root,stateno != [2200,2203]
trigger4 = (root, var(29) <= 1)&&(root, var(44) <= 1)
trigger2 = root, stateno = 3200
trigger3 = root, var(1) != 1
trigger3 = (root, var(29) <= 1)||(root, var(44) >= 1)
trigger3 = root,stateno = [2200,2203]
trigger5 = root, var(1) != 1
trigger5 = root,stateno != [2200,2203]
trigger5 = (root, var(29) <= 1)&&(root, var(44) <= 1)
trans = add

[State 2051, 구]
type = Trans
triggerall = root, stateno != 3200
trigger1 = root, stateno = [2200,2203]
trigger1 = (root, var(29) >= 1)&&(root, var(44) <= 1)
trigger2 = root, stateno = [2200,2203]
trigger2 = root, var(1) != 1
trigger2 = (root, var(29) >= 1)&&(root, var(44) <= 1)
trigger3 = root, stateno != [2200,2203]
trigger3 = (root, var(29) >= 1)||(root, var(44) >= 1)
trigger4 = root, stateno != [2200,2203]
trigger4 = root, var(1) != 1
trigger4 = (root, var(29) >= 1)||(root, var(44) >= 1)
trans = sub

[State 2051, 구]
type = varset
triggerall = root,stateno != 3201
trigger1 = time = 0
v = 11
value = 0

[State 2051, 구]
type = VarAdd
triggerall = root,stateno != 3201
trigger1 = Var(11) <= 40
var(11) = 1

[State 2051, 구]
type = varset
triggerall = root,stateno = 3201
trigger1 = time = 0
v = 13
value = 0

[State 2051, 구]
type = VarAdd
triggerall = root,stateno = 3201
trigger1 = Var(13) <= 40
var(13) = 1

[State 2051, 구]
Type = AngleDraw
triggerall = root,stateno = 3201
Trigger1 = Time >= 0
scale = 0.2 + Var(13)/10, 0.2 + Var(13)/10

[State 2051, 구]
Type = AngleDraw
triggerall = root,stateno != 3201
Trigger1 = Time >= 0
scale = 0.2 + Var(11)/10.0+(anim=65528)*0.2 , 0.2 + Var(11)/10.0+(anim=65528)*0.2

[State 2051, 구]
Type = AngleAdd
Trigger1 = Time >= 0
Value = -3

[State 2051, 구]
type = destroyself
trigger1 = root,stateno = 3201
trigger1 = Time >= 40
trigger2 = root,stateno != 3201
trigger2 = Time >= 40
;trigger2 = var(11) >= 25

;-------------------------------------------------------------------------------
; 파멸의 빛
;-------------------------------------------------------------------------------

[Statedef 2200, 파멸의 빛]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 2200
ctrl = 0

[State 2200, 파멸의 빛]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2200, 파멸의 빛]
type = assertspecial
trigger1 = 1
flag = timerfreeze
flag2 = globalnoshadow
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2200, 파멸의 빛]
type = varset
trigger1 = time = 0
v = 5
value = ifelse(var(30)!=1,(1*(command!="x")),0+(random%2))

[State 2200, 파멸의 빛]
type = changeanim
triggerall = var(5) = 1
trigger1 = time = 0
trigger2 = anim != 2201
value = 2201

[State 2200, 파멸의 빛]
type = NotHitBy
triggerall = var(1) = 1 || animelem <= 3 || animelem >= 6
trigger1 = 1
value = SCA

[State 2200, 파멸의 빛]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2200, 파멸의 빛]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = -6000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 2200, 파멸의 빛]
type = helper
triggerall = var(1) != 1
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 2050
persistent = 1
name = "Sphere"
pos = 1,-129
postype = P1
stateno = 2050
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2200, 파멸의 빛]
type = helper
triggerall = var(1) = 1
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 2051
persistent = 1
name = "Sphere"
pos = 1,-129
postype = P1
stateno = 2051
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2200, 파멸의 빛]
type = Explod
trigger1 = var(29) >= 1
trigger1 = (time = 0) || (time = 4)
anim = 65536
trans = sub
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 10
anim = 22174
trans = sub
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 0
anim = 22172
trans = sub
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 0
anim = 22173
trans = sub
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 19
anim = 65515
trans = sub
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 19
anim = 65516
trans = sub
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 19
anim = 65517
trans = sub
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 19
anim = 65518
trans = sub
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2200, 파멸의 빛]
type = Explod
trigger1 = var(29) <= 1
trigger1 = (time = 0) || (time = 4)
anim = 65536
trans = add
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 19
anim = 65515
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 19
anim = 65516
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 19
anim = 65517
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2200, 파멸의 빛]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 19
anim = 65518
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2200, 파멸의 빛]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0

[State 2200, 파멸의 빛]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2200, 파멸의 빛]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2200, 파멸의 빛]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[State 2200, 파멸의 빛]
type = EnvColor
triggerall = var(44) >= 1
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255-(var(29) >= 1)*256,255-(var(29) >= 1)*256,255-(var(29) >= 1)*256
under = 2

[State 2200, 파멸의 빛]
type = EnvColor
triggerall = var(44) >= 1
trigger1 = time >= 3
persistent = 1
ignorehitpause = 1
time = 50
value = 0+(var(29) >= 1)*255,0+(var(29) >= 1)*255,0+(var(29) >= 1)*255
under = 2

[State 2200, 파멸의 빛]
type = EnvColor
triggerall = var(44) <= 1
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255-(var(29) >= 1)*256,255-(var(29) >= 1)*256,255-(var(29) >= 1)*256
under = 2

[State 2200, 파멸의 빛]
type = EnvColor
triggerall = var(44) <= 1
trigger1 = time >= 3
persistent = 1
ignorehitpause = 1
time = 50
value = 0+(var(29) >= 1)*255,0+(var(29) >= 1)*255,0+(var(29) >= 1)*255
under = 2

[State 2200, 파멸의 빛]
type = changestate
trigger1 = animtime = 0
value = 2201

;-------------------------------------------------------------------------------
; 파멸의 빛
;-------------------------------------------------------------------------------

[Statedef 2201, 파멸의 빛]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 2201, 파멸의 빛]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2201, 파멸의 빛]
type = assertspecial
trigger1 = 1
flag = timerfreeze
flag2 = globalnoshadow
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2201, 파멸의 빛]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 2201, 파멸의 빛]
type = changeanim
triggerall = var(5) = 1
trigger1 = time = 0
trigger2 = anim != 2206
value = 2206

[State 2201, 파멸의 빛]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2201, 파멸의 빛]
type = EnvColor
triggerall = var(44) >= 1
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255-(var(29) >= 1)*255,255-(var(29) >= 1)*255,255-(var(29) >= 1)*255
under = 2

[State 2201, 파멸의 빛]
type = EnvColor
triggerall = var(44) <= 1
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0+(var(29) >= 1)*255,0+(var(29) >= 1)*255,0+(var(29) >= 1)*255
under = 2

[State 2201, 파멸의 빛]
type = PlaySnd
trigger1 = Time = 0
value = 2200,1

[State 2201, 파멸의 빛]
type = PlaySnd
trigger1 = Time = 20
value = 2563,5
volume = 250
channel = 10

[State 2201, 파멸의 빛]
type = Explod
triggerall = var(44) <= 1
triggerall = var(29) <= 1
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2201, 파멸의 빛]
type = Explod
triggerall = var(44) <= 1
triggerall = var(29) >= 1
trigger1 = Time = 0
anim = 22176
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = sub

[State 2201, 파멸의 빛]
type = Explod
triggerall = var(44) >= 1
triggerall = var(29) >= 1
trigger1 = Time = 0
anim = 65567
id = 22176
sprpriority = 999999999
postype = back
pos = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1
ontop = 1
trans = add

[State 2201, 파멸의 빛]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2201, 파멸의 빛]
type = Projectile
triggerall = var(1)!=1
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 22177
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage  = ((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*70,(random<=25)*(random%250);((random<=15)*(random%150))+(random<=(3+(var(1)*5)))*21474836,(random<=25)*(random%250)
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 = 2210

[State 2201, 파멸의 빛]
type = Projectile
triggerall = var(1)!=0
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
attr = S, NA
projanim = 96658
projhitanim = -1
projid = 22177
projpriority = 9999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = 21474836
getpower = 0,0
givepower = 0-((palno = 12)*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 = 2210

[State 2201, 파멸의 빛]
type = Projectile
trigger1 = 1
attr = S, SP
projanim = 22178
projhitanim = -1
projid = 22178
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 2201, 파멸의 빛]
type = AttackDist
trigger1 = palno = 12
value = 0

[State 2201, 파멸의 빛]
type = ReversalDef
triggerall = palno = 12
trigger1 = time = [20,220]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,10
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 2212

[State 2201, 파멸의 빛]
type = targetstate
triggerall = palno = 12
trigger1 = time = [20,220]
trigger1 = (GameTime%3) = 1
value = 2212

[State 2201, 파멸의 빛]
type = targetLifeAdd
trigger1 = palno = 12
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2201, 파멸의 빛]
type = Explod
trigger1 = target,stateno = 2212 && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)-((var(44)>=1)*1000)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2201, 파멸의 빛]
type = HitAdd
trigger1 = target,stateno = 2212 && enemyNear,time = 0
value = 1

[State 2201, 파멸의 빛]
type = AfterImageTime
trigger1 = time = 200
time = 1
ignorehitpause = 1

[State 2201, 파멸의 빛]
type = AssertSpecial
trigger1 = roundstate < 2
trigger1 = time <= 0
flag = Intro

[State 2201, 파멸의 빛]
type = changestate
trigger1 = time >= 250
value = 2202

;-------------------------------------------------------------------------------
; 파멸의 빛
;-------------------------------------------------------------------------------

[Statedef 2202, 파멸의 빛]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2210
ctrl = 0

[State 2201, 파멸의 빛]
type = AfterImageTime
trigger1 = time = 200
time = 1
ignorehitpause = 1

[State 2202, 파멸의 빛]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = timerfreeze
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2202, 파멸의 빛]
type = changeanim
triggerall = prevstateno != 2501
triggerall = prevstateno != 3201
triggerall = var(5) = 1
trigger1 = time = 0
trigger2 = anim != 2211
value = 2211

[State 2202, 파멸의 빛]
type = AssertSpecial
trigger1 = roundstate < 2
flag = Intro

[State 2202, 파멸의 빛]
type = changestate
trigger1 = roundstate < 2
trigger1 = animtime = 0
value = 2200
ctrl = 0

[State 2202, 파멸의 빛]
type = changestate
trigger1 = roundstate >= 2
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 파멸의 빛
;-------------------------------------------------------------------------------

[Statedef 2203, 파멸의 빛]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2205
ctrl = 0

[State 2203, 파멸의 빛]
type = EnvShake
trigger1 = (GameTime%4) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2203, 파멸의 빛]
type = EnvColor
triggerall = var(44) >= 1
trigger1 = 1
ignorehitpause = 1
time = 10
value = 255-(var(29) >= 1)*255,255-(var(29) >= 1)*255,255-(var(29) >= 1)*255
under = 2

[State 2203, 파멸의 빛]
type = EnvColor
triggerall = var(44) <= 1
trigger1 = 1
ignorehitpause = 1
time = 10
value = 0+(var(29) >= 1)*255,0+(var(29) >= 1)*255,0+(var(29) >= 1)*255
under = 2

[State 2203, 파멸의 빛]
type = assertspecial
trigger1 = 1
flag = timerfreeze
flag2 = globalnoshadow
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2203, 파멸의 빛]
type = AssertSpecial
trigger1 = 1
flag = nokoslow

[State 2203, 파멸의 빛]
type = changeanim
triggerall = var(5) = 1
trigger1 = time = 0
trigger2 = anim != 2206
value = 2206

[State 2203, 파멸의 빛]
type = changestate
trigger1 = time >= 150
value = 2202
ctrl = 0

;-------------------------------------------------------------------------------
; 섬광 흡수
;-------------------------------------------------------------------------------

[Statedef 2250, 섬광 흡수]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 100014
ctrl = 0

[State 2250, 섬광 흡수]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = -6000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 2250, 섬광 흡수]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2250, 섬광 흡수]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2250, 섬광 흡수]
type = assertspecial
trigger1 = 1
flag = timerfreeze
flag2 = globalnoshadow
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2250, 섬광 흡수]
type = NotHitBy
trigger1 = var(1) = 1 || animelem = 1 || animelem = 7
value = SCA

[State 2250, 섬광 흡수]
type = helper
triggerall = var(1) != 1
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 2050
persistent = 1
name = "Sphere"
pos = 1,-129
postype = P1
stateno = 2050
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2250, 섬광 흡수]
type = helper
triggerall = var(1) = 1
trigger1 = time = 12 || time = 16 || AnimElemTime(6) = 1 || AnimElemTime(7) = 14
id = 2050
persistent = 1
name = "Sphere"
pos = 1,-129
postype = P1
stateno = 2050
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2250, 섬광 흡수]
type = Explod
trigger1 = var(29) >= 1
trigger1 = (time = 0) || (time = 4)
anim = 65536
trans = sub
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 10
anim = 22174
trans = sub
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 0
anim = 22172
trans = sub
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 0
anim = 22173
trans = sub
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 19
anim = 65515
trans = sub
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 19
anim = 65516
trans = sub
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 19
anim = 65517
trans = sub
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 19
anim = 65518
trans = sub
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2250, 섬광 흡수]
type = Explod
trigger1 = var(29) <= 1
trigger1 = (time = 0) || (time = 4)
anim = 65536
trans = add
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 19
anim = 65515
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 19
anim = 65516
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 19
anim = 65517
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2250, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 19
anim = 65518
ID = 1500
pos = 0,-151
postype = p1
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2250, 섬광 흡수]
type = PlaySnd
trigger1 = time = 0
value = s11,1
volume = 255

[State 2250, 섬광 흡수]
type = PlaySnd
trigger1 = time = 0
value = s7784,1
volume = 255

[State 2250, 섬광 흡수]
type = PlaySnd
trigger1 = time = 0
value = s7784,3
volume = 255

[State 2250, 섬광 흡수]
type = PlaySnd
trigger1 = time = 0
value = s2563,2
volume = 255

[State 2250, 섬광 흡수]
type = PlaySnd
trigger1 = time = 0
value = s7784,4
volume = 255

[State 2250, 섬광 흡수]
type = PlaySnd
trigger1 = time = 32
value = s2562,31
volume = 255

[State 2250, 섬광 흡수]
type = PlaySnd
trigger1 = time = 32
value = s7784,5
volume = 255

[State 2250, 섬광 흡수]
type = PlaySnd
trigger1 = time = 32
value = s7784,6
volume = 255

[State 2250, 섬광 흡수]
type = EnvColor
trigger1 = time = 0
time = 1
value = 255-(var(29) >= 1)*256,255-(var(29) >= 1)*256,255-(var(29) >= 1)*256
under = 2

[State 2250, 섬광 흡수]
type = EnvColor
trigger1 = time >= 3
persistent = 1
ignorehitpause = 1
time = 50
value = 0+(var(29) >= 1)*255,0+(var(29) >= 1)*255,0+(var(29) >= 1)*255
under = 2

[State 2250, 섬광 흡수]
type = changestate
trigger1 = animtime = 0
value = 2251

;-------------------------------------------------------------------------------
; 섬광 흡수
;-------------------------------------------------------------------------------

[Statedef 2251, 섬광 흡수]
type = S
movetype = A
physics = S
juggle = 0
velset = 0,0
anim = 2206
ctrl = 0
sprpriority = 3

[State 2251, 섬광 흡수]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2251, 섬광 흡수]
type = assertspecial
trigger1 = 1
flag = timerfreeze
flag2 = globalnoshadow
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2251, 섬광 흡수]
type = EnvColor
trigger1 = time >= 3
persistent = 1
ignorehitpause = 1
time = 30
value = 0+(var(29) >= 1)*255,0+(var(29) >= 1)*255,0+(var(29) >= 1)*255
under = 2

[State 2251, 섬광 흡수]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2251, 섬광 흡수]
type = PalFx
trigger1 = GameTime%20 = 0
add = 64,64,64
sinadd = 64,64,64,40
time = 20

[State 2251, 섬광 흡수]
type = EnvShake
trigger1 = time <= 140
trigger1 = GameTime%4 = 1
time = 5
ampl = 3
freq = 180

[State 2251, 섬광 흡수]
type = PlaySnd
trigger1 = time = 0
value = s2200,2

[State 2251, 섬광 흡수]
type = PlaySnd
trigger1 = time = 0
value = s801,1

[State 2251, 섬광 흡수]
type = PlaySnd
trigger1 = time = 0
value = s7784,7

[State 2251, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 0
anim = 100015
trans = add
ontop = 1
postype = p1
pos = 3,-156
removetime = 120
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2251, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 0
anim = 100017
id = 100017
trans = add
ontop = 1
postype = p1
pos = 3,-156
removetime = 140
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2251, 섬광 흡수]
type = Explod
triggerall = var(29) <= 1
trigger1 = time >= 10
trigger1 = time <= 120
trigger1 = time%3 = 1
anim = 100016
trans = add
sprpriority = -999
postype = p1
pos = 3,-156
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2251, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 0
anim = 100015
trans = sub
ontop = 1
postype = p1
pos = 3,-156
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2251, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = time >= 10
trigger1 = time <= 120
trigger1 = time%3 = 1
anim = 100016
trans = sub
sprpriority = -999
postype = p1
pos = 3,-156
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2251, 섬광 흡수]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 0
anim = 100017
id = 100017
trans = sub
ontop = 1
postype = p1
pos = 3,-156
removetime = 140
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2251, 섬광 흡수]
type = ModifyExplod
trigger1 = time > 0
trigger1 = time <= 140
id = 100017
scale = 0.01*(160-time),0.01*(160-time)

[State 2251, 섬광 흡수]
type = Projectile
triggerall = var(1) != 1
trigger1 = GameTime%3 = 1
trigger1 = time > 10
trigger1 = time <= 120
projanim = 22177
projid = 22079
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFD
guardflag = MA
damage    = Ceil(0.0082*enemy,Const(data.life)),Ceil(0.004*enemy,Const(data.life))
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 2210

[State 2251, 섬광 흡수]
type = Projectile
triggerall = var(1) = 1
trigger1 = GameTime%3 = 1
trigger1 = time > 10
trigger1 = time <= 120
projanim = 96658
projid = 22079
projremove = 1
projremovetime = 1
attr = A,AA
hitflag = MAFPDL
guardflag =
damage = 21474836,21474836
sparkno = -1
hitsound = -1
pausetime = 0,5
guard.pausetime = 0,5
givepower = -9999999999,-9999999999
ground.type = high
fall = 1
air.fall = 1
ignorehitpause = 1
p2stateno = 2210

[State 2000]
type = TargetLifeAdd
triggerall = var(1) = 1
trigger1 = time > 10
value = -9999999999

[State 2000]
type = TargetState
triggerall = var(1) = 1
trigger1 = time > 10
trigger1 = GameTime%3 = 1
value = 2210

[State 2000]
type = ReversalDef
triggerall = var(1) = 1
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
sparkno = -1
stateno = 2210
ignorehitpause = 1

[State 2251, 섬광 흡수]
type = varset
trigger1 = time >= 150
v = 5
value = 1

[State 2251, 섬광 흡수]
type = changestate
trigger1 = time >= 160
value = 2202

;-------------------------------------------------------------------------------
; 신의 부름
;-------------------------------------------------------------------------------

[Statedef 2300, 신의 부름]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -1000
anim = 2300
ctrl = 0

[State 2300, 신의 부름]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = -5000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 2300, 신의 부름]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 7
trigger2 = animelem = 11
value = SCA

[State 2300, 신의 부름]
type = SuperPause
trigger1 = time = 0
time = 28
movetime = 28
anim = -1

[State 2300, 신의 부름]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 10
anim = 6020
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300, 신의 부름]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 10
anim = 6021
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300, 신의 부름]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300, 신의 부름]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300, 신의 부름]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 10
anim = 6020
trans = sub
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300, 신의 부름]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 10
anim = 6021
trans = sub
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300, 신의 부름]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 0
anim = 22172
trans = sub
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300, 신의 부름]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 0
anim = 22173
trans = sub
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2300, 신의 부름]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2300, 신의 부름]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2300, 신의 부름]
type = EnvColor
triggerall = var(29) >= 1
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2300, 신의 부름]
type = EnvColor
triggerall = var(29) >= 1
trigger1 = time = 3
persistent = 0
ignorehitpause = 1
time = 30
value = 255,255,255
under = 2

[State 2300, 신의 부름]
type = PlaySnd
trigger1 = Time = 1
value = 2563,0

[State 2300, 신의 부름]
type = PlaySnd
trigger1 = Time = 20
value = 2562,34

[State 2300, 신의 부름]
type = changestate
trigger1 = animtime = 0
value = 2301
ctrl = ishelper

;-------------------------------------------------------------------------------
; 신의 부름
;-------------------------------------------------------------------------------

[Statedef 2301, 신의 부름]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 2301
ctrl = 0

[State 2301, 신의 부름]
type = NotHitBy
trigger1 = time = 0
value = SCA,AA,AT,AP
time = (((var(1) = 1)*50)+10)

[State 2301, 신의 부름]
type = PlaySnd
trigger1 = Time = 0
value = 2300,0

[State 2301, 신의 부름]
type = helper
triggerall = var(1) != 1
trigger1 = time = 0
id = 2305
persistent = 0
name = "God's Calling"
pos = -10,0
postype = p2
stateno = 2305
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2301, 신의 부름]
type = helper
triggerall = var(1) = 1
trigger1 = time = 0
id = 2305
persistent = 0
name = "God's Calling"
pos = -10,0
postype = p2
stateno = 2305
helpertype = player
keyctrl = 0
ownpal = 1

[State 2301, 신의 부름]
type = varset
triggerall = var(29) <= 1
trigger1 = time = 0
v = 19
value = 255

[State 2301, 신의 부름]
type = varadd
triggerall = var(29) <= 1
trigger1 = var(19) >= 128
;trigger1 =
v = 19
value = -3

[State 2301, 신의 부름]
type = varset
triggerall = var(29) >= 1
trigger1 = time = 0
v = 19
value = 0

[State 2301, 신의 부름]
type = varadd
triggerall = var(29) >= 1
trigger1 = var(19) <= 128
;trigger1 =
v = 19
value = 3

[State 2301, 신의 부름]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 2301, 신의 부름]
type = Projectile
triggerall = time >= 0
trigger1 = p2stateno != 40
trigger1 = p2statetype != A
attr = S, NA
projanim = 22153
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
numhits = 0
damage = 0,0
givepower = 0,0
hitflag = M
sparkno = -1
sprpriority = 5
priority = 6, Miss
p2facing = 1
p1stateno = 2303
p2stateno = 2310
p2facing = 1
kill = 0

[State 2301, 신의 부름]
type = AttackDist
trigger1 = time = 0
value = 0

[State 2301, 신의 부름]
type = changestate
trigger1 = time = 170
value = 2302

;-------------------------------------------------------------------------------
; 신의 부름
;-------------------------------------------------------------------------------

[Statedef 2302, 신의 부름]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

[State 2302, 신의 부름]
type = varadd
triggerall = var(29) <= 1
trigger1 = var(19) <= 254
;trigger1 =
v = 19
value = 5

[State 2302, 신의 부름]
type = varadd
triggerall = var(29) >= 1
trigger1 = var(19) >= 1
;trigger1 =
v = 19
value = -5

[State 2302, 신의 부름]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 2302, 신의 부름]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 신의 부름
;-------------------------------------------------------------------------------

[Statedef 2303, 신의 부름]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 0
anim = 2310
ctrl = 0

[State 2303, 신의 부름]
type = varadd
triggerall = var(29) <= 1
trigger1 = var(19) > 5
trigger1 = animelem = 10,<=0
v = 19
value = -5

[State 2303, 신의 부름]
type = varadd
triggerall = var(29) <= 1
trigger1 = var(19) <= 254
trigger1 = animelem = 19,>=0
v = 19
value = 5

[State 2303, 신의 부름]
type = varadd
triggerall = var(29) >= 1
trigger1 = var(19) < 250
trigger1 = animelem = 10,<=0
v = 19
value = 5

[State 2303, 신의 부름]
type = varadd
triggerall = var(29) >= 1
trigger1 = var(19) >= 1
trigger1 = animelem = 19,>=0
v = 19
value = -5

[State 2303, 신의 부름]
type = BGPalfx
trigger1 = 1;animelem = 24,<=0
;persistent = 0
ignorehitpause = 1
time = 1
mul = var(19),var(19),var(19)
under = 2

[State 2303, 신의 부름]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = projhit35600 >= 1 || projguarded35600 >= 1
v = 45
value = 150
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 2303, 신의 부름]
type = Projectile
trigger1 = AnimElem = 7 || AnimElem = 18
attr = S, NA
projanim = 22157
projhitanim = -1
projid = 35600
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 15
postype = p1
offset = 10,0
velocity = 0
animtype  = Light
damage    = Ceil((IfElse((var(29) < 1),0.05,0.015)) * enemy,Const(data.life))
getpower = 150,150
givepower = 0,0
guardflag =
hitflag = MAF
pausetime = 2,0
sparkno = s22109 + var(35)
sparkxy = 40, -89
hitsound   = s225,1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 7
ground.hittime  = 7
ground.velocity = -6
air.velocity = -1.4,-3

[State 2303, 신의 부름]
type = EnvShake
trigger1 = animelem = 7
trigger2 = animelem = 18
time = 15
ampl = -12
freq = 95
phase = 95

[State 2303, 신의 부름]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2303, 신의 부름]
type = EnvColor
triggerall = var(29) >= 1
trigger1 = animelem = 7
trigger2 = animelem = 18
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2303, 신의 부름]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 7
anim = 22109 + var(35)
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2303, 신의 부름]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 18
anim = 22109 + var(35)
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2303, 신의 부름]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 8
anim = 2311
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2303, 신의 부름]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 7
anim = 22109 + var(35)
trans = sub
sprpriority = 9
postype = p1
pos = 50,-65
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2303, 신의 부름]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 18
anim = 22109 + var(35)
trans = sub
sprpriority = 7
postype = p1
pos = 58,-83
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2303, 신의 부름]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 8
anim = 2311
trans = sub
sprpriority = 8
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1
PauseMoveTime = 14

[State 2303, 신의 부름]
type = PlaySnd
trigger1 = animelem = 16
value = 2300,1

[State 2303, 신의 부름]
type = PlaySnd
trigger1 = animelem = 7
value = 2300,2

[State 2303, 신의 부름]
type = PlaySnd
trigger1 = animelem = 18
value = 2300,3

[State 2303, 신의 부름]
type = TargetBind
trigger1 = animelem = 1
pos = 40,0

[State 2303, 신의 부름]
type = targetstate
trigger1 = animelem = 7
value = 2311

[State 2303, 신의 부름]
type = targetstate
trigger1 = animelem = 8
value = 2312

[State 2303, 신의 부름]
type = targetstate
trigger1 = animelem = 18
value = 2313

[State 2303, 신의 부름]
type = Targetstate
triggerall = helper(2405), var(5)
trigger1 = helper(2405),stateno=2405&&helper(2405),animtime = 0
value = 2411

[State 2303, 신의 부름]
type = pause
trigger1 = animelem = 18
time = 14
movetime = 14

[State 2303, 신의 부름]
type = targetlifeadd
triggerall = var(1) != 1
trigger1 = animelem = 7
value = Ceil(-0.015 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[State 2303, 신의 부름]
type = targetlifeadd
triggerall = var(1) != 1
trigger1 = animelem = 8
value = Ceil(-0.015 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[State 2303, 신의 부름]
type = targetlifeadd
triggerall = var(1) != 1
trigger1 = animelem = 18
value = Ceil(-0.2 * enemy,Const(data.life)) - 5
absolute = 1

[State 2303, 신의 부름]
type = targetlifeadd
triggerall = var(1) = 1
trigger1 = animelem = 7
value = Ceil(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[State 2303, 신의 부름]
type = targetlifeadd
triggerall = var(1) = 1
trigger1 = animelem = 8
value = Ceil(-0.02 * enemy,Const(data.life)) - 5
kill = 0
absolute = 1

[State 2303, 신의 부름]
type = targetlifeadd
triggerall = var(1) = 1
trigger1 = animelem = 18
value = Ceil(-0.25 * enemy,Const(data.life)) - 5
absolute = 1

[State 2303, 신의 부름]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 신의 부름
;-------------------------------------------------------------------------------

[Statedef 2305, 신의 부름]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2320

[State 2305, 신의 부름]
type = SelfState
triggerall = !ishelper(2305)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 2305, 신의 부름]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 2305, 신의 부름]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2305, 신의 부름]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 2305

[State 2305, 신의 부름]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 2305, 신의 부름]
type = posset
trigger1 = p2Dist X < 0
x = enemy,pos x

[State 2305, 신의 부름]
type = posset
trigger1 = p2Dist X > 100
x = enemy,pos x

[State 2305, 신의 부름]
type = posadd
trigger1 = pos x = enemy,pos x
x = -10

[State 2305, 신의 부름]
type = PlayerPush
trigger1 = 1
value = 1

[State 2305, 신의 부름]
type = velset
trigger1 = 1
x = 5

[State 2305, 신의 부름]
type = destroyself
trigger1 = root,stateno != 2301
trigger2 = roundstate >= 3

;-------------------------------------------------------------------------------
; 신의 귀환
;-------------------------------------------------------------------------------

[Statedef 2400, 신의 귀환]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= -2000
anim = 2400
ctrl = 0

[State 2400, 신의 귀환]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = -6000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 2400, 신의 귀환]
type = varset
trigger1 = command = "x"
trigger1 = time = 0
v = 5
value = 0

[State 2400, 신의 귀환]
type = varset
trigger1 = command = "y"
trigger1 = time = 0
v = 5
value = 1

[State 2400, 신의 귀환]
type = varset
trigger1 = command = "z"
trigger1 = time = 0
v = 5
value = 2

[State 2400, 신의 귀환]
type = varset
trigger1 = time = 0
v = 20
value = 0

[State 2400, 신의 귀환]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem >= 5
value = SCA

[State 2400, 신의 귀환]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = animelem = 8,<=0
value = SCA

[State 2400, 신의 귀환]
type = SuperPause
trigger1 = time = 24
time = 28
movetime = 28
anim = -1

[State 2400, 신의 귀환]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 24
anim = 6020
sprpriority = -1
postype = p1
pos = -20,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2400, 신의 귀환]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 34
anim = 6021
sprpriority = 1
postype = p1
pos = -20,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2400, 신의 귀환]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 24
anim = 22172
sprpriority = -3
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2400, 신의 귀환]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 24
anim = 22173
sprpriority = 20
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2400, 신의 귀환]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 24
anim = 6020
trans = sub
sprpriority = -1
postype = p1
pos = -20,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2400, 신의 귀환]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 34
anim = 6021
trans = sub
sprpriority = 1
postype = p1
pos = -20,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2400, 신의 귀환]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 24
anim = 22172
trans = sub
sprpriority = -3
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2400, 신의 귀환]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 24
anim = 22173
trans = sub
sprpriority = 20
postype = p1
pos = -31,-112
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2400, 신의 귀환]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = time = 24
persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2400, 신의 귀환]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = time = 27
persistent = 0
ignorehitpause = 1
time = 30
value = 0,0,0
under = 2

[State 2400, 신의 귀환]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = time = 24
persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2400, 신의 귀환]
type = EnvColor
triggerall = var(29) >= 1
trigger1 = time = 27
persistent = 0
ignorehitpause = 1
time = 30
value = 255,255,255
under = 2

[State 2400, 신의 귀환]
type = PlaySnd
trigger1 = Time = 25
value = 2563,1

[State 2400, 신의 귀환]
type = PlaySnd
trigger1 = Time = 44
value = 2563,2

[State 2400, 신의 귀환]
type = PlaySnd
trigger1 = animelem = 7
value = 2563,4

[State 2400, 신의 귀환]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 0,0,0
under = 2

[State 2400, 신의 귀환]
type = EnvColor
triggerall = var(29) >= 1
trigger1 = time >= 27
ignorehitpause = 1
time = 5
value = 255,255,255
under = 2

[State 2400, 신의 귀환]
type = helper
triggerall = var(1) != 1
trigger1 = animelem = 7
id = 2405
persistent = 0
name = "God's Return"
pos = 100+var(5)*100,-93
postype = p1
stateno = 2405
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2400, 신의 귀환]
type = helper
triggerall = var(1) = 1
trigger1 = animelem = 7
id = 2405
persistent = 0
name = "God's Return"
pos = 100+var(5)*100,-93
postype = p1
stateno = 2405
helpertype = player
keyctrl = 0
ownpal = 1

[State 2400, 신의 귀환]
type = changestate
trigger1 = var(20) = 1
value = 2401

[State 2400, 신의 귀환]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 신의 귀환
;-------------------------------------------------------------------------------

[Statedef 2401, 신의 귀환]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
poweradd= 0
anim = 2405
sprpriority = 35
ctrl = 0

[State 2401, 신의 귀환]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2401, 신의 귀환]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = animelem = 11,<=0
;persistent = 0
ignorehitpause = 1
time = 3
value = 0,0,0
under = 2

[State 2401, 신의 귀환]
type = EnvColor
triggerall = var(29) >= 1
trigger1 = animelem = 11,<=0
;persistent = 0
ignorehitpause = 1
time = 3
value = 255,255,255
under = 2

[State 2401, 신의 귀환]
type = PlaySnd
trigger1 = animelem = 9
value = 2300,1

[State 2401, 신의 귀환]
type = Targetstate
triggerall = helper(2405), var(5)
trigger1 = helper(2405),stateno=2405&&helper(2405),animtime = 0
value = 2411

[State 2401, 신의 귀환]
type = Targetlifeadd
triggerall = var(1) != 1
triggerall = helper(2405), var(5)
trigger1 = helper(2405),stateno=2405&&helper(2405),animtime = 0
value = Ceil(-0.2 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State 2401, 신의 귀환]
type = Targetlifeadd
triggerall = var(1) != 0
triggerall = helper(2405), var(5)
trigger1 = helper(2405),stateno=2405&&helper(2405),animtime = 0
value = Ceil(-0.35 * enemy,Const(data.life)) - 1
ignorehitpause = 1
absolute = 1

[State 2401, 신의 귀환]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 신의 귀환
;-------------------------------------------------------------------------------

[Statedef 2405, 신의 귀환]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 2401

[State 2405, 신의 귀환]
type = SelfState
triggerall = !ishelper(2405)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 2405, 신의 귀환]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 2405, 신의 귀환]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2405, 신의 귀환]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 2405

[State 2405, 신의 귀환]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 2405, 신의 귀환]
type = PosSet
triggerall = time = 0
trigger1 = root, var(5) = 2
x = enemy, pos x

[State 2405, 신의 귀환]
type = PlaySnd
triggerall = var(5) = 0
trigger1 = animelem = 12
value = 2563,3

[State 2405, 신의 귀환]
Type = AngleDraw
Trigger1 = AnimElemTime(12) = [1,40]
Scale = 1.0,1.0

[State 2405, 신의 귀환]
Type = AngleAdd
triggerall = var(5) = 0
Trigger1 = AnimElemTime(12) = [1,40]
Value = -7

[State 2405, 신의 귀환]
type = velset
triggerall = var(5) = 0
trigger1 = AnimElemTime(12) = [1,40]
x = ((root,var(1) = 1)*1)+1

[State 2405, 신의 귀환]
type = velset
triggerall = var(5) = 0
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 2
y = -(((root,var(1) = 1)*1)+1)

[State 2405, 신의 귀환]
type = velset
triggerall = var(5) = 0
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 3
y = (((root,var(1) = 1)*1)+1)

[State 2405, 신의 귀환]
type = velset
triggerall = var(5) = 0
triggerall = AnimElemTime(12) = [1,40]
trigger1 = root,var(56) = 0
y = 0

[State 2405, 신의 귀환]
type = velset
triggerall = var(5) = 0
trigger1 = AnimElemTime(12) != [1,40]
x = 0

[State 2405, 신의 귀환]
type = Trans
trigger1 = root, var(29) <= 1
trans = add

[State 2405, 신의 귀환]
type = Trans
trigger1 = root, var(29) >= 1
trans = sub

[State 2405, 신의 귀환]
type = Projectile
triggerall = root, var(1) != 1
triggerall = var(5) = 0
trigger1 = AnimElemTime(12) = 2 || AnimElemTime(12) = 4 || AnimElemTime(12) = 6 || AnimElemTime(12) = 8 || AnimElemTime(12) = 10
trigger2 = AnimElemTime(12) = 12 || AnimElemTime(12) = 14 || AnimElemTime(12) = 16 || AnimElemTime(12) = 18 || AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22182
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = Ceil(0.001 * enemy,Const(data.life)),0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 1,2
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s2562,19
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,0
air.velocity = -2,-3
fall = 0
air.fall = 1
juggle = 0
fall.recover = 0
p2stateno = 6100

[State 2405, 신의 귀환]
type = Projectile
triggerall = root, var(1) != 0
triggerall = var(5) = 0
trigger1 = AnimElemTime(12) = 2 || AnimElemTime(12) = 4 || AnimElemTime(12) = 6 || AnimElemTime(12) = 8 || AnimElemTime(12) = 10
trigger2 = AnimElemTime(12) = 12 || AnimElemTime(12) = 14 || AnimElemTime(12) = 16 || AnimElemTime(12) = 18 || AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22182
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 2
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)),0
getpower = 0,0
hitflag = MAFD
guardflag =
numhits = 1
pausetime = 1,2
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s2562,19
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,0
air.velocity = -2,-3
fall = 0
air.fall = 1
juggle = 0
fall.recover = 0
p2stateno = 6100

[State 2405, 신의 귀환]
type = Projectile
triggerall = var(5) = 0
trigger1 = AnimElemTime(12) = 20
projanim = 22182
projhitanim = -1
projid = 22183
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 20
postype = p1
offset = 0,0
velocity = 0
attr = A, HT
animtype  = hard
damage    = 0,0
getpower = 0,0
hitflag = MAFD
guardflag = N
numhits = 1
pausetime = 0,6
guard.pausetime = 0,8
sparkno = -1
sparkxy = 0,0
hitsound   = s240,0
guard.sparkno = s7012
guardsound = s190,2
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,0
air.velocity = 0,0
fall = 1
air.fall = 1
fall.recover = 0
p2stateno = 2410

[State 2405, 신의 귀환]
type = varset
triggerall = var(5) = 0
trigger1 = root,fvar(33)=1
v = 5
value = 1

[State 2405, 신의 귀환]
type = ChangeAnim
triggerall = var(5) = 1
trigger1 = 1
value = 2410
persistent = 0

[State 2405, 신의 귀환]
type = parentvarset
triggerall = var(5) = 1
trigger1 = 1
v = 20
value = 1
persistent = 0

[State 2405, 신의 귀환]
type = VelSet
triggerall = var(5) = 1
trigger1 = 1
x = 0
y = 0

[State 2405, 신의 귀환]
type = AngleDraw
triggerall = var(5) = 1
trigger1 = 1

[State 2405, 신의 귀환]
type = PlaySnd
triggerall = var(5) = 1
trigger1 = animtime = 0
value = 2300,3

[State 2405, 신의 귀환]
type = EnvColor
triggerall = var(5) = 1
trigger1 = root, var(29) <= 1
trigger1 = time = 0
trigger2 = animtime = 0
;persistent = 0
ignorehitpause = 1
time = 5
value = 255,255,255
under = 0

[State 2405, 신의 귀환]
type = EnvColor
triggerall = var(5) = 1
trigger1 = root, var(29) >= 1
trigger1 = time = 0
trigger2 = animtime = 0
;persistent = 0
ignorehitpause = 1
time = 5
value = 0,0,0
under = 0

[State 2405, 신의 귀환]
type = Explod
triggerall = var(5) = 1
trigger1 = root, var(29) <= 1
trigger1 = time = 0
anim = 2411
sprpriority = 25
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2405, 신의 귀환]
type = Explod
triggerall = var(5) = 1
trigger1 = root, var(29) >= 1
trigger1 =time = 0
anim = 2411
trans = sub
sprpriority = 25
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2405, 신의 귀환]
type = EnvShake
triggerall = var(5) = 1
trigger1 = animtime = 0
time = 25
ampl = -12
freq = 95
phase = 95

[State 2405, 신의 귀환]
type = destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
; 신의 혹살
;---------------------------------------------------------------------------

[Statedef 2500, 신의 혹살]
type    = S
movetype= A
physics = N
poweradd = -4000
velset = 0,0
juggle = 0
anim = 100000
ctrl = 0

[State 2500, 신의 혹살]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1)=1
trigger1 = time = 0
v = 45
value = -6000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 2500, 신의 혹살]
type = NotHitBy
triggerall = palno = 12 || animelem = 1 || animelem = 7
trigger1 = 1
value = SCA
ignorehitpause = 1

[State 2500, 신의 혹살]
type = helper
triggerall = var(1) != 1
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 2050
persistent = 1
name = "Sphere"
pos = 1,-129
postype = P1
stateno = 2050
helpertype = normal
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 2500, 신의 혹살]
type = helper
triggerall = var(1) = 1
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 2050
persistent = 1
name = "Sphere"
pos = 1,-129
postype = P1
stateno = 2050
helpertype = player
keyctrl = 0
ownpal = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 2500, 신의 혹살]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2500, 신의 혹살]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2500, 신의 혹살]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1
trans = add

[State 2500, 신의 혹살]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 0
anim = 22172
trans = sub
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2500, 신의 혹살]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 0
anim = 22173
trans = sub
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2500, 신의 혹살]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 10
anim = 22174
trans = sub
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2500, 신의 혹살]
type = PlaySnd
trigger1 = Time = 0
value = 2200,0
;freqmul = 0.9

[State 2500, 신의 혹살]
type = PlaySnd
trigger1 = Time = 0
value = 2200,2

[State 2500, 신의 혹살]
type = PlaySnd
trigger1 = time = 0
value = 10000,11

[State 2500, 신의 혹살]
type = PlaySnd
trigger1 = time = 0
value = 3000,2

[State 2500, 신의 혹살]
type = PlaySnd
trigger1 = time = 0
value = 2563,2

[State 2500, 신의 혹살]
type = changestate
trigger1 = animtime = 0
value = 2501

;---------------------------------------------------------------------------
; 신의 혹살
;---------------------------------------------------------------------------

[Statedef 2501, 신의 혹살]
type    = A
movetype= I
physics = N
velset = 0,0
juggle = 0+(palno!=12)*15
anim = 100001
ctrl = 0

[State 2501, 신의 혹살]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = timerfreeze
ignorehitpause = 1
supermovetime = 9999999999999999999999999999999999999999999999999999999999999999
pausemovetime = 9999999999999999999999999999999999999999999999999999999999999999

[State 2501, 신의 혹살]
type = nothitby
trigger1 = 1
value = sca

[State 2501, 신의 혹살]
type = EnvShake
trigger1 = time < 200
trigger1 = (gametime%2) = 1
time = 5
ampl = -5
freq = 95
phase = 95

[State 2501, 신의 혹살]
type = PlaySnd
trigger1 = Time = 0
value = 10000,35

[State 2501, 신의 혹살]
type = PlaySnd
trigger1 = time = 0
value = 2562,37

[State 2501, 신의 혹살]
type = Projectile
triggerall = palno = 12 && var(1) = 1
triggerall = !ishelper
trigger1 = (GameTime%4) = 1
trigger1 = time >= 60
trigger1 = p2movetype != A
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 200
attr = A, NA
projanim = 96658
projid = 96658
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = 9999999999999999999999999999999999999999999999999999999999999999,9999999999999999999999999999999999999999999999999999999999999999
hitflag = MAFPDL
guardflag =
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
pausetime = 9,5
guard.pausetime = 9,5
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

[State 2501, 신의 혹살]
type = Projectile
triggerall = palno = 12 && var(1) = 1
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 96659
projid = 96659
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
guardflag = M
hitflag = MAFPDL
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2501, 신의 혹살]
type = Projectile
triggerall = palno != 12 && var(1) != 1
triggerall = !ishelper
triggerall = time >= 20
trigger1 = P2BodyDist X = [-120,-60]
trigger1 = (GameTime%4) = 1
trigger1 = p2movetype != A
trigger2 = P2BodyDist X = [-120,-60]
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 200
attr = A, NA
projanim = 96658
projid = 96658
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = Ceil(0.015*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MAF
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
pausetime = 9,5
guard.pausetime = 9,5
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

[State 2501, 신의 혹살]
type = Projectile
triggerall = palno != 12 && var(1) != 1
triggerall = !ishelper
triggerall = time >= 60
trigger1 = P2BodyDist X = [-60,60]
trigger1 = (GameTime%4) = 1
trigger1 = p2movetype != A
trigger2 = P2BodyDist X = [-60,60]
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 200
attr = A, NA
projanim = 96658
projid = 96658
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = Ceil(0.015*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MAF
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
pausetime = 9,5
guard.pausetime = 9,5
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

[State 2501, 신의 혹살]
type = Projectile
triggerall = palno != 12 && var(1) != 1
triggerall = !ishelper
trigger1 = P2BodyDist X = [61,120]
trigger1 = (GameTime%4) = 1
trigger1 = time >= 100
trigger1 = p2movetype != A
trigger2 = P2BodyDist X = [61,120]
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 200
trigger3 = P2BodyDist X = [-120,-61]
trigger3 = (GameTime%4) = 1
trigger3 = time >= 100
trigger3 = p2movetype != A
trigger4 = P2BodyDist X = [-120,-61]
trigger4 = (GameTime%4) = 1
trigger4 = p2movetype = A&&time >= 200
attr = A, NA
projanim = 96658
projid = 96658
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = Ceil(0.015*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MAF
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
pausetime = 9,5
guard.pausetime = 9,5
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

[State 2501, 신의 혹살]
type = Projectile
triggerall = palno != 12 && var(1) != 1
triggerall = !ishelper
trigger1 = P2BodyDist X >= 121
trigger1 = (GameTime%4) = 1
trigger1 = time >= 140
trigger1 = p2movetype != A
trigger2 = P2BodyDist X >= 121
trigger2 = (GameTime%4) = 1
trigger2 = p2movetype = A&&time >= 200
trigger3 = P2BodyDist X <= -121
trigger3 = (GameTime%4) = 1
trigger3 = time >= 140
trigger3 = p2movetype != A
trigger4 = P2BodyDist X <= -121
trigger4 = (GameTime%4) = 1
trigger4 = p2movetype = A&&time >= 200
attr = A, NA
projanim = 96658
projid = 96658
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 5
projremove = 1
projremovetime = 2
postype = back
offset = 0,0
animtype  = hard
damage    = Ceil(0.015*enemy,Const(data.life)),Ceil(0.002*enemy,Const(data.life))
hitflag = MAFPDL
guardflag = MAF
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
pausetime = 9,5
guard.pausetime = 9,5
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

[State 2501, 신의 혹살]
type = Projectile
;triggerall = palno != 12 && var(1) != 1
triggerall = !ishelper
trigger1 = (GameTime%3) = 1
attr = S, SP
projanim = 96659
projid = 96659
projpriority = 9999999999999999999999999999999999999999999999999999999999999999
projsprpriority = 9999999999999999999999999999999999999999999999999999999999999999
projremove = 1
projremovetime = 2
postype = p1
animtype  = hard
damage    = 10,0
getpower = 10,0
givepower = 0,0
sparkno = -1
sparkxy = 40,-74
hitsound   = -1
guard.sparkno = -1
guardsound = -1
guardflag = M
hitflag = MAFPDL
pausetime = 2,8
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2
air.velocity = -2,-1

[State 2501, 신의 혹살]
type = ReversalDef
triggerall = palno = 12 && var(1) = 1
trigger1 = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,10
p2facing = 1
p2stateno = 2505
ignorehitpause = 1

[State 2501, 신의 혹살]
type = targetdrop
trigger1 = numtarget > 0
trigger1 = target,ishelper
ignorehitpause = 1

[State 2501, 신의 혹살]
type = targetstate
triggerall = palno = 12 && var(1) = 1
triggerall = numtarget > 0
triggerall = !target,ishelper
trigger1 = time < 200
trigger1 = enemy,alive
value = 2505
ignorehitpause = 1

[State 2501, 신의 혹살]
type = targetLifeAdd
triggerall = palno = 12 && var(1) = 1
trigger1 = numtarget > 0
value = -9999999999999999999999999999999999999999999999999999999999999999
absolute = 1
ignorehitpause = 1

[State 2501, 신의 혹살]
type = targetstate
triggerall = palno = 12 && var(1) = 1
triggerall = numtarget
trigger1 = win
value = 6251
ignorehitpause = 1

[State 2501, 신의 혹살]
type = Explod
triggerall = var(29) <= 1
triggerall = palno != 12
trigger1 = projhit96658 = 1||projhit96659 = 1;target,stateno = [2505,1004011] && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
trans = add
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2501, 신의 혹살]
type = Explod
triggerall = var(29) >= 1
triggerall = palno != 12
trigger1 = projhit96658 = 1||projhit96659 = 1;target,stateno = [2505,1004011] && enemyNear,time = 0 || projhit22177 = 1
anim = 22109+var(35)
trans = sub
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2501, 신의 혹살]
type = Explod
triggerall = var(29) <= 1
triggerall = palno != 12
trigger1 = projguarded96658 = 1||projguarded96659 = 1;target,stateno = [2505,1004011] && enemyNear,time = 0 || projhit22177 = 1
anim = 22113
trans = add
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2501, 신의 혹살]
type = Explod
triggerall = var(29) >= 1
triggerall = palno != 12
trigger1 = projguarded96658 = 1||projguarded96659 = 1;target,stateno = [2505,1004011] && enemyNear,time = 0 || projhit22177 = 1
anim = 22113
trans = sub
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2501, 신의 혹살]
type = Explod
triggerall = var(29) <= 1
triggerall = palno = 12
trigger1 = (target,stateno = 2505 || target,stateno = 2506) && enemyNear,time = 0 || projhit96658 = 1 || projhit96659 = 1
anim = 22109+var(35)
trans = add
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2501, 신의 혹살]
type = Explod
triggerall = var(29) >= 1
triggerall = palno = 12
trigger1 = (target,stateno = 2505 || target,stateno = 2506) && enemyNear,time = 0 || projhit96658 = 1 || projhit96659 = 1
anim = 22109+var(35)
trans = sub
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2501, 신의 혹살]
type = pause
triggerall = !win
trigger1 = time > 210
trigger1 = (gametime%2) = 0
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 2501, 신의 혹살]
type = superpause
triggerall = !win
trigger1 = time > 210
trigger1 = (gametime%2) = 0
anim = -1
time = 1
movetime = 1
persistent = 0
ignorehitpause = 1

[State 2501, 신의 혹살]
type = superpause
trigger1 = win
trigger2 = p2life = 0
time = 5
movetime = 5
anim = -1
darken = 0
persistent = 0
ignorehitpause = 1

[State 2501, 신의 혹살]
type = changestate
trigger1 = time >= 220
value = 2202

;-------------------------------------------------------------------------------
; 신의 환영
;-------------------------------------------------------------------------------

[Statedef 2600, 신의 환영]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -3000
anim = 22075
ctrl = 0

[State 2600, 신의 환영]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = -5000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 2600, 신의 환영]
type = NotHitBy
triggerall = var(1) != 1
trigger1 = animelem = 7
trigger2 = animelem = 11
value = SCA

[State 2600, 신의 환영]
type = NotHitBy
triggerall = var(1) = 1
trigger1 = 1
value = SCA

[State 2600, 신의 환영]
type = SuperPause
trigger1 = time = 0
time = 42
movetime = 42
anim = -1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 10
anim = 22171
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 0
anim = 6020
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 10
anim = 6021
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 10
anim = 22171
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 0
anim = 22169
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 0
anim = 22170
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 10
anim = 22171
trans = sub
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 0
anim = 6020
trans = sub
sprpriority = -1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 10
anim = 6021
trans = sub
sprpriority = 1
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 10
anim = 22171
trans = sub
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 0
anim = 22169
trans = sub
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 0
anim = 22170
trans = sub
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2600, 신의 환영]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 2600, 신의 환영]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = time >= 1
persistent = 1
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2

[State 2600, 신의 환영]
type = EnvColor
triggerall = var(29) >= 1
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 0,0,0
under = 2

[State 2600, 신의 환영]
type = EnvColor
triggerall = var(29) >= 1
trigger1 = time >= 1
persistent = 1
ignorehitpause = 1
time = 50
value = 255,255,255
under = 2

[State 2600, 신의 환영]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2600, 신의 환영]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2600, 신의 환영]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= nobardisplay

[State 2600, 신의 환영]
type = changestate
trigger1 = animtime = 0
value = 2601

;-------------------------------------------------------------------------------
; 신의 환영
;-------------------------------------------------------------------------------

[Statedef 2601, 신의 환영]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 0
anim = 22076
ctrl = 0

[State 2601, 신의 환영]
type = AssertSpecial
trigger1 = 1
flag= noBG
flag2= noFG
flag3= nobardisplay

[State 2601, 신의 환영]
type = EnvShake
trigger1 = (GameTime%3) = 1
time = 5
ampl = -3
freq = 95
phase = 95

[State 2601, 신의 환영]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2601, 신의 환영]
type = PlaySnd
trigger1 = animelem = 1
value = 2550, 0

[State 2601, 신의 환영]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 24

[State 2601, 신의 환영]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 25
volume = 150

[State 2601, 신의 환영]
type = PlaySnd
trigger1 = animelem = 1
value = 2562, 17
volume = 150

[State 2601, 신의 환영]
type = Projectile
triggerall = var(1) != 1
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-85
velocity = 0
animtype  = diagup
damage  = Ceil((0.0015+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0008 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 2605

[State 2601, 신의 환영]
type = Projectile
triggerall = var(1) != 0
triggerall = time <= 140
trigger1 = (GameTime%3) = 1
attr = S, HA
projanim = 22079
projhitanim = -1
projid = 22079
projpriority = 999999999
projsprpriority = 999999999
projremove = 1
projremovetime = 5
postype = p1
offset = 15,-85
velocity = 0
animtype  = diagup
damage  = Ceil((0.004+((palno=12)*0.01))*enemy,Const(data.life)),Ceil(0.0033 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,4
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
juggle = 15
p2stateno = 2605

[State 2601, 신의 환영]
type = targetstate
trigger1 = palno=12&&time<=140
trigger1 = (GameTime%3) = 1
trigger1 = !(enemy,moveguarded||(enemy,stateno=[120,155]))
value = 2605

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 1
anim = 22080
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 1
anim = 22074
id = 211
sprpriority = 99
postype = p1
pos = 15,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 1
anim = 22090
id = 211
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) <= 1
trigger1 = animelem = 1
anim = 22081
sprpriority = 0
postype = p1
pos = 25,0
vel = 0,0
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) <= 1
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = 0,var(53)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 1
anim = 22080
trans = sub
id = 211
sprpriority = 5
postype = p1
pos = 40,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 1
anim = 22074
trans = sub
id = 211
sprpriority = 99
postype = p1
pos = 15,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 1
anim = 22090
trans = sub
id = 211
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) >= 1
trigger1 = animelem = 1
anim = 22081
trans = sub
sprpriority = 0
postype = p1
pos = 25,0
vel = 0,0
bindtime = -1
removetime = 150
supermove = 0
under = 0
ownpal = 1

[State 2601, 신의 환영]
type = Explod
triggerall = var(29) >= 1
triggerall = time >= 0
trigger1 = (GameTime%2) = 1
anim = 22131
trans = sub
sprpriority = 10
postype = p1
pos = 0,var(53)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
ignorehitpause = 1
vel = 8,-2 + (random%5)
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 2601, 신의 환영]
type = Explod
trigger1 = target,stateno = 2605 && enemyNear,time = 0 || projhit22079 = 1
anim = 22109+var(35)
sprpriority = 120
postype = p2
pos = (target,const(size.mid.pos.x)),(target,const(size.mid.pos.y))
facing = -1
ownpal = 1
ontop = 1

[State 2601, 신의 환영]
type = HitAdd
trigger1 = target,stateno = 2605 && enemyNear,time = 0
value = 1

[State 2601, 신의 환영]
type = Envcolor
trigger1 = target,stateno = 2605 && enemyNear,time = 0
ignorehitpause = 1
value = 255, 255, 255
time = 1
under = 5
supermove = 1

[State 2600, 신의 환영]
type = EnvColor
triggerall = var(29) <= 1
trigger1 = time <= 150
persistent = 1
ignorehitpause = 1
time = 1
value = 0,0,0
under = 2

[State 2600, 신의 환영]
type = EnvColor
triggerall = var(29) >= 1
trigger1 = time <= 150
persistent = 1
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 2601, 신의 환영]
type = changestate
trigger1 = time >= 150
value = 2602

;-------------------------------------------------------------------------------
; 신의 환영
;-------------------------------------------------------------------------------

[Statedef 2602, 신의 환영]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 2302
ctrl = 0

[State 2602, 신의 환영]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2602, 신의 환영]
type = Explod
trigger1 = time = 0
anim = 22090
id = 22090
sprpriority = 99
postype = p1
pos = 30,-85
bindtime = -1
removetime = 15
supermove = 0
;ignorehitpause = 1
under = 0
ownpal = 1

[State 2602, 신의 환영]
type = VarSet
trigger1 = Time = 0
var(5) = 0

[State 2602, 신의 환영]
type = VarAdd
trigger1 = Time >= 1
var(5) = 1

[State 2602, 신의 환영]
type = ModifyExplod
trigger1 = Time >= 1
ID = 22090
scale = 1.2-Var(5)/12.0 , 1.2-Var(5)/12.0

[State 2602, 신의 환영]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 신의 심판
;-------------------------------------------------------------------------------

[Statedef 2700, 신의 심판]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -4000
anim = 22061
ctrl = 0

[State 2700, 신의 심판]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = -6000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 2700, 신의 심판]
type = Afterimage
trigger1 = 1
trans = none

[State 2700, 신의 심판]
type = AfterImageTime
trigger1 = 1
time = 0

[State 2700, 신의 심판]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg

[State 2700, 신의 심판]
type = NotHitBy
trigger1 = var(1) = 1
trigger2 = var(1) = 0
trigger2 = animelem >= 7
value = SCA

[State 2700, 신의 심판]
type = SuperPause
trigger1 = time = 0
time = 32
movetime = 32
anim = -1

[State 2700, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 2050
persistent = 1
name = "Sphere"
pos = 1,-129
postype = P1
stateno = 2050
helpertype = normal
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2700, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 12 || time = 16 || AnimElemTime(7) = 1 || AnimElemTime(9) = 2
id = 2050
persistent = 1
name = "Sphere"
pos = 1,-129
postype = P1
stateno = 2050
helpertype = player
keyctrl = 0
ownpal = 1
pausemovetime = 999
supermovetime = 999

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) <= 1
trigger1 = time = 19
anim = 65515
ID = 1500
pos = 0,-151
postype = p1  ;p2,front,back,left,right
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) <= 1
trigger1 = time = 19
anim = 65516
ID = 1500
pos = 0,-151
postype = p1  ;p2,front,back,left,right
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) <= 1
trigger1 = time = 19
anim = 65517
ID = 1500
pos = 0,-151
postype = p1  ;p2,front,back,left,right
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) <= 1
trigger1 = time = 19
anim = 65518
ID = 1500
pos = 0,-151
postype = p1  ;p2,front,back,left,right
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) >= 1
trigger1 = time = 19
anim = 65515
trans = sub
ID = 1500
pos = 0,-151
postype = p1  ;p2,front,back,left,right
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) >= 1
trigger1 = time = 19
anim = 65516
trans = sub
ID = 1500
pos = 0,-151
postype = p1  ;p2,front,back,left,right
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) >= 1
trigger1 = time = 19
anim = 65517
trans = sub
ID = 1500
pos = 0,-151
postype = p1  ;p2,front,back,left,right
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) >= 1
trigger1 = time = 19
anim = 65518
trans = sub
ID = 1500
pos = 0,-151
postype = p1  ;p2,front,back,left,right
supermovetime = 999999999
pausemovetime = 9999999999
ignorehitpause = 1
sprpriority = -999
bindtime = -1
under = 99
scale = 1,1

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) <= 1
trigger1 = (time = 0) || (time = 4)
anim = 65536
trans = add
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
trigger1 = var(29) >= 1
trigger1 = (time = 0) || (time = 4)
anim = 65536
trans = sub
sprpriority = 999
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) <= 1
trigger1 = AnimElemTime(12) >= 2
anim = 22131
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 10
anim = 22174
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 0
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) <= 1
trigger1 = Time = 0
anim = 22173
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) >= 1
trigger1 = AnimElemTime(12) >= 2
anim = 22131
trans = sub
sprpriority = 6
postype = p1
pos = 0,-75
random = 60,60
removetime = 35
vel = -6 + (random%12),-6 + (random%12)
facing = -1
ownpal = 1
ontop = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 10
anim = 22174
trans = sub
sprpriority = -4
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 0
anim = 22172
trans = sub
sprpriority = -3
postype = p1
pos = 1,-129
bindtime = -1
supermove = 1
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = 0
anim = 22173
trans = sub
sprpriority = 20
postype = p1
pos = 1,-129
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255-(var(29) >= 1)*256+(var(44) >= 1)*256,255-(var(29) >= 1)*256+(var(44) >= 1)*256,255-(var(29) >= 1)*256+(var(44) >= 1)*256
under = 2

[State 2700, 신의 심판]
type = EnvColor
trigger1 = time >= 1
persistent = 0
ignorehitpause = 1
time = 50
value = 0+(var(29) >= 1)*255-(var(44) >= 1)*255,0+(var(29) >= 1)*255-(var(44) >= 1)*255,0+(var(29) >= 1)*255-(var(44) >= 1)*255
under = 2

[State 2700, 신의 심판]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2

[State 2700, 신의 심판]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3

[State 2700, 신의 심판]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 30
anim = 22067
trans = sub
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 30
anim = 1931
trans = sub
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 30
anim = 22067
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 30
anim = 1931
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2700, 신의 심판]
type = PlaySnd
trigger1 = time = 30
value = 2562,20

[State 2700, 신의 심판]
type = changestate
trigger1 = animtime = 0
value = 2701

;-------------------------------------------------------------------------------
; 신의 심판
;-------------------------------------------------------------------------------

[Statedef 2701, 신의 심판]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22060
ctrl = 0

[State 2701, 신의 심판]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999
supermovetime = 999

[State 2701, 신의 심판]
type = ReversalDef
trigger1 = var(1) = 1
reversal.attr = SCA,AA,AT,AP
hitflag = M-
priority = 7
pausetime = 0,0
sparkno = s22133
hitsound = s2562,31
p2facing = 1
p2stateno = 2750

[State 2701, 신의 심판]
type = targetstate
trigger1 = palno=12&&fvar(18)!=0&&fvar(38)=2
trigger1 = enemy,alive&&time<150
value = 2750

[State 2701, 신의 심판]
type = targetLifeAdd
trigger1 = palno=12&&(gametime%(1+((time<150)*7)))=1
value = -9999999999999
absolute = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2701, 신의 심판]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2701, 신의 심판]
type = varset
trigger1 = var(29) <= 1
trigger1 = time = 0
v = 5
value = 0

[State 2701, 신의 심판]
type = varset
trigger1 = var(29) >= 1
trigger1 = time = 0
v = 5
value = 256-(var(44)>=1)*256

[State 2701, 신의 심판]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = var(5)*0,var(5)*0,var(5)*0
under = 2

[State 2701, 신의 심판]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0+(var(29) >= 1)*255-(var(44) >= 1)*255,0+(var(29) >= 1)*255-(var(44) >= 1)*255,0+(var(29) >= 1)*255-(var(44) >= 1)*255
time = 200
under = 2

[State 2701, 신의 심판]
type = PlaySnd
trigger1 = Time = 0
value = 190,1

[State 2701, 신의 심판]
type = Explod
triggerall = var(44) <= 1
trigger1 = var(29) <= 1
trigger1 = Time = 0
anim = 2990
id = 2200
sprpriority = 99999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0

[State 2701, 신의 심판]
type = Explod
triggerall = var(44) <= 1
trigger1 = var(29) >= 1
trigger1 = Time = 0
anim = 2991
id = 2200
sprpriority = 99999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0

[State 2701, 신의 심판]
type = Explod
triggerall = var(44) >= 1
trigger1 = var(29) >= 1
trigger1 = Time = 0
anim = 65568
trans = add
id = 2200
sprpriority = 99999
postype = back
scale = 1.0,1.0714285714285714285714285714286
pos = 0,0
bindtime = -1
under = 99
ownpal = 1
SuperMove = 0

[State 2701, 신의 심판]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202
;trigger1 = (GameTime%6) = 1
value = 11,1

[State 2701, 신의 심판]
type = PlaySnd
trigger1 = Time = 192
value = 2562,1
volume = -40

[State 2701, 신의 심판]
type = PlaySnd
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202
;trigger1 = (GameTime%6) = 1
value = 2562,14

[State 2701, 신의 심판]
type = EnvShake
trigger1 = Time = 30 || Time = 60 || Time = 74 || Time = 88 || Time = 96 || Time = 112 || Time = 120 || time = 126 || Time = 130 || Time = 140 || Time = 155 || Time = 170 || Time = 180 || Time = 202
;trigger1 = (GameTime%3) = 1
time = 10
ampl = -10
freq = 95
phase = 95

[State 2701, 신의 심판]
type = Pause
trigger1 = time >= 202
time = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 30
id = 2705
persistent = 0
name = "God's Judgement"
pos = 0,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 60
id = 2705
persistent = 0
name = "God's Judgement"
pos = -80,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 74
id = 2705
persistent = 0
name = "God's Judgement"
pos = 100,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 88
id = 2705
persistent = 0
name = "God's Judgement"
pos = -100,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 96
id = 2705
persistent = 0
name = "God's Judgement"
pos = 20,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 96
id = 2705
persistent = 0
name = "God's Judgement"
pos = -10,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 112
id = 2705
persistent = 0
name = "God's Judgement"
pos = -50,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 120
id = 2705
persistent = 0
name = "God's Judgement"
pos = -70,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 126
id = 2705
persistent = 0
name = "God's Judgement"
pos = 70,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 130
id = 2705
persistent = 0
name = "God's Judgement"
pos = 100,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 140
id = 2705
persistent = 0
name = "God's Judgement"
pos = 50,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 155
id = 2705
persistent = 0
name = "God's Judgement"
pos = 50,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 155
id = 2705
persistent = 0
name = "God's Judgement"
pos = 30,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 170
id = 2705
persistent = 0
name = "God's Judgement"
pos = -100,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 170
id = 2705
persistent = 0
name = "God's Judgement"
pos = -70,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 180
id = 2705
persistent = 0
name = "God's Judgement"
pos = 100,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) != 1
trigger1 = time = 195
id = 2705
persistent = 0
name = "God's Judgement"
pos = 0,-240
postype = back
stateno = 2705
helpertype = normal
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 30
id = 2705
persistent = 0
name = "God's Judgement"
pos = 0,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 60
id = 2705
persistent = 0
name = "God's Judgement"
pos = -80,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 74
id = 2705
persistent = 0
name = "God's Judgement"
pos = 100,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 88
id = 2705
persistent = 0
name = "God's Judgement"
pos = -100,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 96
id = 2705
persistent = 0
name = "God's Judgement"
pos = 20,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 96
id = 2705
persistent = 0
name = "God's Judgement"
pos = -10,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 112
id = 2705
persistent = 0
name = "God's Judgement"
pos = -50,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 120
id = 2705
persistent = 0
name = "God's Judgement"
pos = -70,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 126
id = 2705
persistent = 0
name = "God's Judgement"
pos = 70,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 130
id = 2705
persistent = 0
name = "God's Judgement"
pos = 100,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 140
id = 2705
persistent = 0
name = "God's Judgement"
pos = 50,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 155
id = 2705
persistent = 0
name = "God's Judgement"
pos = 50,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 155
id = 2705
persistent = 0
name = "God's Judgement"
pos = 30,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 170
id = 2705
persistent = 0
name = "God's Judgement"
pos = -100,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 170
id = 2705
persistent = 0
name = "God's Judgement"
pos = -70,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 180
id = 2705
persistent = 0
name = "God's Judgement"
pos = 100,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = helper
triggerall = var(1) = 1
trigger1 = time = 195
id = 2705
persistent = 0
name = "God's Judgement"
pos = 0,-240
postype = back
stateno = 2705
helpertype = player
keyctrl = 0
ownpal = 1

[State 2701, 신의 심판]
type = changestate
trigger1 = time >= 230
value = 2702

;-------------------------------------------------------------------------------
; 신의 심판
;-------------------------------------------------------------------------------

[Statedef 2702, 신의 심판]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 22062
ctrl = 0

[State 2702, 신의 심판]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 1
anim = 22068
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2702, 신의 심판]
type = Explod
triggerall = var(29) <= 1
trigger1 = time = 1
anim = 1932
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2702, 신의 심판]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 1
anim = 22068
trans = sub
sprpriority = 0
postype = p1
pos = 40,0
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2702, 신의 심판]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 1
anim = 1932
trans = sub
sprpriority = 0
postype = p1
pos = 0,-75
vel = 0,0
bindtime = -1
supermove = 0
under = 0
ownpal = 1

[State 2702, 신의 심판]
type = PlaySnd
trigger1 = time = 1
value = 2562,20

[State 2702, 신의 심판]
type = Afterimage
trigger1 = TIME = 12
trans = add
PalContrast =  250, 250, 250
PalBright = 0,0,0
time    =  -1
length  = 13
TimeGap = 1
FrameGap = 1

[State 2702, 신의 심판]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
pausemovetime = 999
supermovetime = 999

[State 2702, 신의 심판]
type = varadd
trigger1 = var(5) <= 255
v = 5
value = 15

[State 2702, 신의 심판]
type = BGPalfx
trigger1 = 1
ignorehitpause = 1
time = 1
mul = var(5),var(5),var(5)
under = 2

[State 2702, 신의 심판]
type = EnvColor
trigger1 = 1
ignorehitpause = 1
value = 0,0,0
time = 0
under = 2

[State 2702, 신의 심판]
type = removeexplod
trigger1 = time = 0
is = 2220

[State 2702, 신의 심판]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 신의 심판
;-------------------------------------------------------------------------------

[Statedef 2705, 신의 심판]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3322

[State 2705, 신의 심판]
type = SelfState
triggerall = !ishelper(2705)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 2705, 신의 심판]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 2705, 신의 심판]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2705, 신의 심판]
type = HitOverRide
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
attr = SCA,AA,AT,AP
stateno = 2705

[State 2705, 신의 심판]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow

[State 2705, 신의 심판]
type = ChangeAnim
trigger1 = root, var(1) = 1
value = 96658
ignorehitpause = 1
persistent = 1

[State 2705, 신의 심판]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=1
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = Ceil((0.035+((palno=12)*0.01))*enemy,Const(data.life)),(random<=40)*(random%250);21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag = M
numhits = 1
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 6600

[State 2705, 신의 심판]
type = Projectile
trigger1 = animelem=1&&root,var(1)!=0
attr = S, HA
projanim = 3322
projhitanim = -1
projid = 20000
projpriority = 999999999
projsprpriority = 999999999
;projedgebound = 220
projremove = 1
projremovetime = 10
postype = p1
offset = 0,0
velocity = 0
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1 * enemy,Const(data.power)),0
guardflag =
numhits = (root,palno!=12)
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -15,-77
hitsound   = -1
guard.sparkno = -1;s7011
guardsound = -1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -1,-5
air.velocity = -1,-5
fall = 1
fall.recover = 0
p2stateno = 6600
ignorehitpause = 1

[State 2705, 신의 심판]
type = HitDef
triggerall = root,var(1)!=1&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = Ceil((0.035+((palno=12)*0.01))*enemy,Const(data.life)),(random<=40)*(random%250);21474836,(random<=40)*(random%250)
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 6600

[State 2705, 신의 심판]
type = HitDef
triggerall = root,var(1)!=0&&root,palno!=12&&ishelper
trigger1 = time = 0
trigger2 = hitcount <= 1
attr = S, HA
animtype  = diagup
damage    = 21474836
getpower = 0,0
givepower = Ceil(-1*enemy,Const(data.power)),0
guardflag =
hitflag = MAFD
numhits = 1
pausetime = 2,1
sparkno = s22109 + root,var(35)
sparkxy = -2,floor(enemy,pos y)+180
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-6.5
air.velocity = -1,-6.5
fall = 1
fall.recover = 0
yaccel = .7
p2stateno = 6600
ignorehitpause = 1

[State 2705, 신의 심판]
type = destroyself
trigger1 = time >= 15
trigger2 = root,stateno != 2701
trigger3 = (moveguarded||hitcount>=1)&&root,var(1)!=1

;-------------------------------------------------------------------------------
; 신의 심판
;-------------------------------------------------------------------------------

[Statedef 2710, 신의 심판]
type    = S
physics = S
anim = 22181

[State 2710, 신의 심판]
type = SelfState
triggerall = !ishelper(2710)
trigger1 = time >= 0
trigger2 = var(58) != gametime+214748
value = 214748
ctrl = 1
ignorehitpause = 1
SuperMoveTime = 9999999999999999999999999999999999999999999999999999999999999999
PauseMoveTime = 9999999999999999999999999999999999999999999999999999999999999999

[State 2710, 신의 심판]
type = ChangeState
trigger1 = !IsHelper
trigger1 = name = "Dark Heaven"
value = 214748
ctrl = 1
ignorehitpause = 1

[State 2710, 신의 심판]
type = NotHitBy
triggerall = ishelper
trigger1 = root, name = "Dark Heaven"
value = SCA,AA,AT,AP
ignorehitpause = 1

;[State 2710, 신의 심판]
;type = HitOverRide
;triggerall = ishelper
;trigger1 = root, name = "Dark Heaven"
;attr = SCA,AA,AT,AP
;stateno = 2710

[State 2710, 신의 심판]
type = AssertSpecial
trigger1 = 1
flag = invisible
flag2 = noshadow
;flag3 = globalnoshadow

[State 2710, 신의 심판]
type = BindToroot
trigger1 = 1

[State 2710, 신의 심판]
type = PlayerPush
trigger1 = 1
value = 0

[State 2710, 신의 심판]
type = PosSet
trigger1 = 1
X = root, Pos X

[State 2710, 신의 심판]
type = nothitby
trigger1 = ishelper
value = SCA
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2710, 신의 심판]
type = hitby
trigger1 =ishelper
value = C,NP
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

[State 2710, 신의 심판]
type = destroyself
trigger1 = root,stateno != 2701 || roundstate >= 3 || time>=50
ignorehitpause = 1
pausemovetime = 9999999
supermovetime = 9999999

;-------------------------------------------------------------------------------
; 신의 축복
;-------------------------------------------------------------------------------

[Statedef 2995, 상대 사살]
type = A
movetype = I
physics = N
ctrl = 0

[State 2995, 상대 사살]
type = AssertSpecial
trigger1 = ishelper
flag = noshadow
flag2 = invisible

[State 2995, 상대 사살]
type = ChangeAnim
trigger1 = time = 0
trigger1 = ishelper(2996)
value = 96657
ignorehitpause = 1

[State 2995, 상대 사살]
type = PlayerPush
trigger1 = ishelper(2996)
value = 0
ignorehitpause = 1

[State 2995, 상대 사살]
type = ScreenBound
trigger1 = ishelper(2996)
value = 0
ignorehitpause = 1

[State 2995, 상대 사살]
type = BindToRoot
trigger1 = ishelper(2996)
time = -1
fcing = 1
ignorehitpause = 1

[State 2995, 상대 사살]
type = HitBy
trigger1 = ishelper(2996)
value = SCA,AA,AP,AT
time = -1

[State 2995, 상대 사살]
type = NotHitBy
trigger1 = IsHelper(2995)
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 2995, 상대 사살]
type = HitBy
trigger1 = IsHelper(2995)
value = C,HP
time = -1

[State 2995, 상대 사살]
type = ChangeAnim
trigger1 = time = 0
trigger1 = IsHelper(2995)
value = 96657
ignorehitpause = 1

[State 2995, 상대 사살]
type = Projectile
triggerall = root, name = "Dark Heaven"
trigger1 = IsHelper(2995)
trigger1 = time > 0
projanim = 96657
projhitanim = -1
projremovetime = 4
projremove = 0
projid = 1
offset = 0,0
velocity = 0,0
projehits = 1
projemisstime = 1
projpriority = 9999999
projedgebound = 1000
projstagebound = 1000
projheightbound = -1000,1000
attr = C,HP
animtype = hard
damage = 21474836
pausetime = 8,15
guard.pausetime = 10,20
hitflag = MAFPDL
numhits = 0
guardflag =
sparkno = -1
sparkky = 0,0
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 1
ground.hittime = 1
ground.velocity = 0,0
fall = 1
fall.recover = 0
getpower = 0,0
p2stateno = 2990
affectteam = F

[State 2995, 상대 사살]
type = DestroySelf
trigger1 = IsHelper
trigger1 = !IsHelper(2995)
trigger1 = !IsHelper(2996)
trigger2 = roundstate > 2
ignorehitpause = 1

;[State 2995, 상대 사살]
;type = DestroySelf
;triggerall = ishelper
;trigger1 = !ishelper(2995)
;trigger1 = !ishelper(2996)
;trigger2 = root,var(57)!=1
;trigger4 = root,fvar(38)<2
;trigger3 = !(enemynear, alive)
;ignorehitpause = 1

;-------------------------------------------------------------------------------
; 신의 축복
;-------------------------------------------------------------------------------

[Statedef 3200, 신의 축복]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -4000
sprpriority = 1
anim = 3450
ctrl = 0

[State 3200, 신의 축복]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = SuperPause
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
time = 25
movetime = 25
anim = -1

[State 3200, 신의 축복]
type = helper
triggerall = var(1) != 1
trigger1 = time = 12 || time = 16 ||  time = 22 || time = 30
id = 2050
persistent = 1
name = "Sphere"
pos = 1,-115
postype = P1
stateno = 2050
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = helper
triggerall = var(1) = 1
trigger1 = time = 12 || time = 16 ||  time = 22 || time = 30
id = 2050
persistent = 1
name = "Sphere"
pos = 1,-115
postype = P1
stateno = 2050
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = Explod
trigger1 = time = 10
anim = 22174
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = Explod
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22172
sprpriority = -3
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = Explod
trigger1 = Time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22173
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = Explod
trigger1 = time = 20
anim = 22154
id = 22154
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = Explod
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 1
value = 255,255,255
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = EnvColor
trigger1 = time = 1
persistent = 0
time = 75
value = 0,0,0
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = 2562,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = PlaySnd
trigger1 = Time = 1
value = 3000,3
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = PlaySnd
trigger1 = Time = 8
value = 2563,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = PlaySnd
trigger1 = Time = 15
value = 2200,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = Projectile
triggerall = var(1)!=1
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 6100

[State 3200, 신의 축복]
type = Projectile
triggerall = var(1)!=0
trigger1 = AnimElem = 20 || AnimElem = 22 || AnimElem = 24 || AnimElem = 26 || AnimElem = 28 || AnimElem = 30 || AnimElem = 32 || AnimElem = 34 || AnimElem = 36 || AnimElem = 38
trigger2 = AnimElem = 40 || AnimElem = 42 || AnimElem = 44 || AnimElem = 46 || AnimElem = 48 || AnimElem = 50 || AnimElem = 52 || AnimElem = 54
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.002 * enemy,Const(data.life)) ,0
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -7, -85
hitsound   = -1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 6100

[State 3200, 신의 축복]
type = lifeadd
trigger1 = var(1) != 1 && time = 0
value = lifemax/(var(1)!=1)*2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = targetstate
triggerall = palno = 12
triggerall = target,stateno = [6100,6135]
trigger1 = animelemtime(52) >= 0
value = 3250
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = -6000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 3200, 신의 축복]
type = varset
trigger1 = time = 2
v = 29
value = ((var(1)=1)*400)+400+(((var(54)>=5700)*1700)+((fvar(24)>=2150&&var(54)>=2150)*1700))
;value = (((400-(var(1)!=1)*200)+400+(((var(54)>=5700)*1700)+((fvar(24)>=2150&&var(54)>=2150)*1700))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = varset
trigger1 = var(1) = 1 && palno != 12 && time = 1
fv = 39
value = life
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3200, 신의 축복]
type = AssertSpecial
trigger1 = roundstate < 2
flag = Intro

[State 3200, 신의 축복]
type = changestate
trigger1 = roundstate < 2
trigger1 = animtime = 0
value = 3201
ctrl = 0

[State 3200, 신의 축복]
type = changestate
trigger1 = roundstate >= 2
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
; 신의 축복
;-------------------------------------------------------------------------------

[Statedef 3201, 신의 축복]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= -6000
sprpriority = 1
anim = 100020
ctrl = 0

[State 3201, 신의 축복]
type = PowerAdd
triggerall = time <= 0
trigger1 = var(29) <= 1
trigger2 = palno != 12
trigger3 = !var(1)
value = 6000
ignorehitpause = 1
persistent = 0

[State 3201, 신의 축복]
type = ChangeState
triggerall = time >= 0
trigger1 = var(29) <= 1
trigger2 = palno != 12
trigger3 = !var(1)
value = 2202
ignorehitpause = 1

[State 3201, 신의 축복]
type = NotHitBy
trigger1 = 1
value = SCA
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = AssertSpecial
triggerall = var(29) >= 1
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = nobg
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = SuperPause
triggerall = var(29) >= 1
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
time = 44
movetime = 44
anim = -1

[State 3201, 신의 축복]
type = helper
triggerall = var(29) >= 1
triggerall = var(1) != 1
trigger1 = time = 12 || time = 16 ||  time = 22 || time = 30
id = 2051
persistent = 1
name = "Sphere"
pos = 1,-115
postype = P1
stateno = 2051
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = helper
triggerall = var(29) >= 1
triggerall = var(1) = 1
trigger1 = time = 12 || time = 16 ||  time = 22 || time = 30
id = 2051
persistent = 1
name = "Sphere"
pos = 1,-115
postype = P1
stateno = 2051
helpertype = player
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 10
anim = 22174
trans = sub
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22172
trans = sub
sprpriority = -3
postype = p1
pos = 1,-115
bindtime = -1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = Explod
triggerall = var(29) >= 1
trigger1 = Time = (palno=12&&RoundState<=2&&var(54)<=50)
anim = 22173
trans = sub
sprpriority = -2
postype = p1
pos = 1,-115
bindtime = 1
under = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = Explod
triggerall = var(29) >= 1
trigger1 = time = 20
anim = 100003
trans = sub
id = 22154
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
under = 0
ownpal = 1
persistent = 0
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = Explod
triggerall = var(29) >= 1
triggerall = time >= 20
trigger1 = (GameTime%3) = 1
anim = 22131
trans = sub
sprpriority = 10
postype = p1
pos = -70 + (random%140),0 - (random%40)
bindtime = 1
under = 0
ownpal = 1
persistent = 1
vel = -2 + (random%4),-7
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = EnvColor
trigger1 = time = 0
persistent = 0
time = 2
value = 0,0,0
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = EnvColor
trigger1 = time >= 2
persistent = 1
time = 3
value = 255,255,255
under = 2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 2000, 6]
type = PlaySnd
triggerall = var(29) >= 1
trigger1 = Time = 2
value = 2562,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = PlaySnd
triggerall = var(29) >= 1
trigger1 = Time = 1
value = 3000,3
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = PlaySnd
triggerall = var(29) >= 1
trigger1 = Time = 8
value = 2563,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = PlaySnd
triggerall = var(29) >= 1
trigger1 = Time = 15
value = 2200,2
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = Projectile
triggerall = var(29) >= 1
triggerall = var(1)!=1
trigger1 = AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.004 * enemy,Const(data.life)) ,Ceil(0.002 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag = M
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = (enemy,const(size.mid.pos.x)),(enemy,const(size.mid.pos.y))
hitsound   = -1
guard.sparkno = s22113
guardsound = -1
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 6100

[State 3201, 신의 축복]
type = Projectile
triggerall = var(29) >= 1
triggerall = var(1)!=0
trigger1 = AnimElem = 7 || AnimElem = 9 || AnimElem = 11 || AnimElem = 13
attr = C, HA
projanim = 22156
projhitanim = -1
projid = 35904
projpriority = 999999999
projsprpriority = 999999999
projremovetime = 4
postype = p1
offset = 0,0
velocity = 0
animtype  = hard
damage    = Ceil(0.004 * enemy,Const(data.life)) ,Ceil(0.002 * enemy,Const(data.life))
getpower = 0,0
givepower = 0,0
guardflag =
hitflag = MAFD
pausetime = 2,1
sparkno = -1
sparkxy = -7, -85
hitsound   = -1
guard.sparkno = s22113
guardsound = s120,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0.5,-10
air.velocity = -0.5,-10
yaccel = .5
fall = 1
fall.recover = 0
p2stateno = 6100

[State 3201, 신의 축복]
type = lifeadd
triggerall = var(29) >= 1
trigger1 = var(1) != 1 && time = 0
value = (Const(Data.Life)/LifeMax)*Const(Data.Power)*PowerMax
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = targetstate
triggerall = var(29) >= 1
triggerall = palno = 12
triggerall = target,stateno = [6100,6135]
trigger1 = animelemtime(52) >= 0
value = 3250
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = varadd
triggerall = var(29) >= 1
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value = -15000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 3201, 신의 축복]
type = varset
triggerall = var(29) >= 1
trigger1 = time <= 185
v = 29
value = ((var(1)=1)*400)+1600+(((var(54)>=5700)*3400)+((fvar(24)>=2150&&var(54)>=2150)*3400))
;value = (((400-(var(1)!=1)*200)+400+(((var(54)>=5700)*1700)+((fvar(24)>=2150&&var(54)>=2150)*1700))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = varset
triggerall = var(29) >= 1
trigger1 = time = 85
v = 44
value = ((var(1)=1)*200)+400+(((var(54)>=5700)*850)+((fvar(24)>=2150&&var(54)>=2150)*850))
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = varset
triggerall = var(29) >= 1
trigger1 = var(1) = 1 && palno != 12 && time = 1
fv = 39
value = life
ignorehitpause = 1
pausemovetime = 999999999999999
supermovetime = 999999999999999

[State 3201, 신의 축복]
type = VarSet
trigger1 = Stateno = 3201
v = 5
value = 1-(roundstate<2)
ignorehitpause = 1

[State 3201, 신의 축복]
type = AssertSpecial
trigger1 = roundstate < 2
flag = Intro

;[State 3201, 신의 축복]
;type = PlaySnd
;trigger1 = roundstate < 2
;trigger1 = Time = 150
;value = 2200,0
;
;[State 3201, 신의 축복]
;type = PlaySnd
;trigger1 = roundstate < 2
;trigger1 = Time = 152
;value = 2562,2
;
;[State 3201, 신의 축복]
;type = PlaySnd
;trigger1 = roundstate < 2
;trigger1 = Time = 151
;value = 3000,3
;
;[State 3201, 신의 축복]
;type = PlaySnd
;trigger1 = roundstate < 2
;trigger1 = Time = 158
;value = 2563,2

[State 3201, 신의 축복]
type = changestate
trigger1 = roundstate < 2
trigger1 = time >= 182
value = 2202
ctrl = 0

[State 3201, 신의 축복]
type = changestate
trigger1 = roundstate >= 2
triggerall = var(29) >= 1
trigger1 = time >= 182
value = 2202
ctrl = 1

;-------------------------------------------------------------------------------
; 비상 사태
;-------------------------------------------------------------------------------

[Statedef 214748, 비상 사태]
movetype = I
ctrl = 1

[State 214748, 비상 사태]
type = nothitby
trigger1 = ishelper
value = SCA,AA,AT,AP
ignorehitpause = 1

[State 214748, 비상 사태]
type = destroyself
triggerall = !ishelper(21474836)
trigger1 = ishelper
ignorehitpause = 1

[State 214748, 비상 사태]
type = selfstate
triggerall = ishelper
trigger1 = ishelper(21474836)
value = 21474836
ctrl = !ishelper

[State 214748, 비상 사태]
type = poweradd
triggerall = name = "Dark Heaven"
trigger1 = time = 0
value=1000+(var(29)>=1)*1000+(var(44)>=1)*1000+((life<=300)&&palno=12)*1000+((life<enemynear,life)&&palno=12)*1000
ignorehitpause = 1

[State 214748, 비상 사태]
type = parentvaradd
triggerall = ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value=1000+(root,var(29)>=1)*1000+(root,var(44)>=1)*1000+((root,life<=300)&&root,palno=12)*1000+((root,life<enemynear,life)&&root,palno=12)*1000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 214748, 비상 사태]
type = varadd
triggerall = !ishelper
triggerall = roundstate = 2 && var(1) = 1
trigger1 = time = 0
v = 45
value=1000+(var(29)>=1)*1000+(var(44)>=1)*1000+((life<=300)&&palno=12)*1000+((life<enemynear,life)&&palno=12)*1000
ignorehitpause = 1
persistent = 0
supermovetime = 99999999
pausemovetime = 99999999

[State 214748, 비상 사태]
type = varset
trigger1 = 1
var(58) = gametime+214748

[State 214748, 비상 사태]
type = nothitby
trigger1 = time = 0
value = SCA,AA,AT,AP
time = 30+((palno=12)*126)+((life<500)=1)*50+((life<100)=1)*160+random%50+((life<300)=1)*100+random%50
ignorehitpause = 1

[State 214748, 비상 사태]
type = selfstate
triggerall = !ishelper
trigger1 = time >= 0
trigger1 = pos y >= 0
value = 0
ctrl = 1

[State 214748, 비상 사태]
type = selfstate
triggerall = !ishelper
trigger1 = alive
trigger1 = time >= 0
trigger1 = pos y < 0
value = 50
ctrl = 1

;-------------------------------------------------------------------------------
; 비상 사태
;-------------------------------------------------------------------------------
[StateDef 214749, 비상 사태]
type = S
movetype = A
physics = N
ctrl = 0

[State 214749, 비상 사태]
type = DestroySelf
trigger1 = ishelper
ignorehitpause = 1

[State 214749, 비상 사태]
type = SelfState
trigger1 = !ishelper
value = 214748
ctrl = !ishelper
ignorehitpause = 1

