;뤈뿴쀴봨(럑벍)
[Statedef 3100]
type    = S
movetype = A
physics = N
anim = 3100+helper(30000),var(13)
juggle = 0
ctrl = 0
velset = 0,0
poweradd = -ifelse(var(2)=0,1280,1120)
facep2 = 1
sprpriority = 2

[State -2, Varset]
type = Varset
triggerall = time = 0
trigger1 = prevstateno = [1000,1030]
trigger1 = fvar(18)
fvar(27) = 0.85

[State -2, Varset]
type = Varset
trigger1 = time = 0
trigger1 = prevstateno = [1100,1240]
trigger1 = var(38)
fvar(27) = 0.75

[State -2, Varset]
type = Varset
triggerall = time = 0
triggerall = var(38)
trigger1 = prevstateno = 3000
trigger2 = prevstateno = 3200
fvar(27) = 0.70

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(38) = 0

[State -2, Varset]
type = Varset
trigger1 = time = 0
var(58) = 0

[State -2, varset]
type = varset
trigger1 = 1
var(25) = ifelse(time<=51,1,0)

[state 3700]
type = NotHitby
trigger1 = time = 0
value = SCA
time = 56

[state 3700]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
sound = s2000,1
p2defmul = 1
anim = -1

[State 3000]
type = explod
trigger1 = time = 0
anim = 7200
pos = ceil(52*const(size.xscale)),ceil(-65*const(size.yscale))
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 32
anim = 7300
pos = 160,floor(screenpos y)-32
postype = left
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 3000]
type = explod
trigger1 = time = 43
anim = 7400
pos =25, -90
postype = p1
facing = facing*facing
bindtime = -1
supermove = 1
sprpriority = 5
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 4000, PalFX]
type = PalFX
trigger1 = time = 30
time = 4
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State 4000, PalFX]
type = PalFX
trigger1 = time = 36
time = 2
color = 20
add = 10,10,100
sinadd = -20,-20,-110,10

[State -2, AfterImage]
type = AfterImage
trigger1 = Time = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 50,50,255
palcontrast = 255,255,255
palpostbright = 50,50,255
PalAdd = -40,-40,0
PalMul = 1,1,1

[State 1100, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(1) = 0
value = 3000,0
channel = 0

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3100
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(5) < 0)       
attr = S, HA
animtype  = hard
air.animtype  = up
damage = ceil(80*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(6*fvar(26)*fvar(29))
priority = 5,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-48*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -4.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3100

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 1100, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(5) = 0
value = 3000,1
channel = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3101
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)       
attr = S, HA
animtype  = hard
air.animtype  = up
damage = ceil(50*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(4*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0,0
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-57*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -4.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3101

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(7) = 0
value = anim
elem = 6
persistent = 1

[State 1110, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 1,2

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(7) = 0
x = 5*1.8*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 3.5*1.8*const(size.xscale)
y = -2.25*2.1*const(size.yscale)

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .50*2.1*const(size.yscale)

[State 1120, Velocity]
type = null;VelMul
trigger1 = AnimElemTime(7) >= 0
x = .90

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
triggerall = var(35) != 3102
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(10) < 0)       
attr = A, HA
animtype  = hard
air.animtype  = up
damage = ceil(60*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(5*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 3,5
guard.pausetime = 3,5
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.type = low
air.velocity = -4.0*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
forcestand = 1
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3102

[State 1100, PlayerPush]
type = null;PlayerPush
triggerall = AnimElemtime(8) >= 0
triggerall = P2dist Y <= -60
triggerall = numtarget(3102)
triggerall = target(3102),movetype = H
trigger1 = target(3102),stateno = [5020,5035]
trigger2 = target(3102),stateno = [7000,7100]
trigger3 = target(3102),stateno = [3272,3273]
value = 0

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(43) = -40
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 0
var(43) = -65
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(44) = 8250
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 0
var(44) = 8235
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(56) = 0

[State 3700]
type = changestate
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(5) > 0
value = 3110

;걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿
;뤈뿴쀴봨(괧뭝뽞)
[Statedef 3110]
type    = S
movetype = A
physics = N
anim = 3110+helper(30000),var(13)
juggle = 0
ctrl = 0
;velset = 0,0
sprpriority = 2

[State 1150, 2]
type = PosAdd
trigger1 = Time = 0
x = 10*1.8*const(size.xscale)

[State 1150, 2]
type = null;PosAdd
trigger1 = animelemtime(2) = 0
x = 10*1.8*const(size.xscale)

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3110
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(4) < 0)       
attr = S, HA
animtype  = hard
air.animtype  = up
damage = ceil(70*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(6*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-48*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -4.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3110

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(4) = 0
value = anim
elem = 3
persistent = 1

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3111
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)       
attr = S, HA
animtype  = hard
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-57*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.velocity = -4.0*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3111

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(6) = 0
value = anim
elem = 5
persistent = 1

[State 1110, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(6) = 0
value = 1,2

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(6) = 0
x = 5*1.8*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(6) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(6) = 0
;x = 4.0*1.8*const(size.xscale)
y = -4.25*2.1*const(size.yscale)

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(6) >= 0
y = .50*2.1*const(size.yscale)

[State 1120, Velocity]
type = null;VelMul
trigger1 = AnimElemTime(6) >= 0
x = .90

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
triggerall = var(35) != 3112
trigger1 = (AnimElemtime(6) >= 0) && (AnimElemtime(9) < 0)       
attr = A, HA
animtype  = hard
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 3,5
guard.pausetime = 3,5
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -7.5*1.8*const(size.xscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.type = low
air.velocity = -4.0*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 0
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
persistent = 0
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
P2facing = ifelse(p2dist x>=5,1,-1)
forcestand = 1
P2facing = 1
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50*helper(30000),var(13)
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3112

[State 1100, PlayerPush]
type = null;PlayerPush
triggerall = AnimElemtime(7) >= 0
triggerall = P2dist Y <= -60
triggerall = numtarget(3112)
triggerall = target(3112),movetype = H
trigger1 = target(3112),stateno = [5020,5035]
trigger2 = target(3112),stateno = [7000,7100]
trigger3 = target(3112),stateno = [3272,3273]
value = 0

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(43) = -40
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(6) >= 0
var(43) = -65
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(4) < 0
var(44) = 8250
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(4) >= 0) && (AnimElemtime(6) < 0)
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(6) >= 0
var(44) = 8235
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

[State 1120, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemtime(6) > 0
value = 3120

;걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿
;뤈뿴쀴봨(괨뭝뽞)
[Statedef 3120]
type    = S
movetype = A
physics = N
anim = 3120
juggle = 0
ctrl = 0
;velset=0,0
sprpriority = 2

[State 1150, 2]
type = PosAdd
trigger1 = Time = 0
x = 10*1.8*const(size.xscale)

[State 1120, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1120, VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3120
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(5) < 0)       
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-48*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -2.5*1.8*const(size.xscale),-12.3*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.type = low
air.velocity = -2.5*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3120

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(5) = 0
value = anim
elem = 4
persistent = 1

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3121
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)       
attr = S, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 5,5
guard.pausetime = 5,5
sparkno = -1;S8260
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-57*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -2.5*1.8*const(size.xscale),-12.3*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.type = low
air.velocity = -2.5*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3121

[State -2, ChangeAnim]
type = null;changeanim
triggerall = var(13)
trigger1 = AnimElemTime(7) = 0
value = anim
elem = 6
persistent = 1

[State 1110, 돶귩뼿귞궥]
type = playsnd
trigger1 = animelemtime(7) = 0
value = 1,2

[State 1200, Position]
type = Posadd
trigger1 = animelemtime(7) = 0
x = 5*1.8*const(size.xscale)

[State 1120, StateType]
type = StateTypeSet
trigger1 = AnimElemTime(7) = 0
StateType = A

[State 1120, Velocity]
type = VelSet
trigger1 = AnimElemTime(7) = 0
x = 12.0*1.8*const(size.xscale)
y = -11.5*2.1*const(size.yscale)

[State 1100, Velocity]
type = VelSet
trigger1 = vel X = [0,0.1]
trigger2 = animelemtime(10) = 0
x = 0

[State 1120, Gravity]
type = Veladd
trigger1 = AnimElemTime(7) >= 0
y = .50*2.1*const(size.yscale)

[State 1120, Velocity]
type = VelMul
trigger1 = AnimElemTime(7) >= 0
x = .90

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3122
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(8) < 0)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -2.5*1.8*const(size.xscale),-12.3*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.type = low
air.velocity = -2.5*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3122

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3123
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(8) < 4)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -2.5*1.8*const(size.xscale),-12.3*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.type = low
air.velocity = -2.5*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3123

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3124
trigger1 = (AnimElemtime(8) >= 4) && (AnimElemtime(9) < 0)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -2.5*1.8*const(size.xscale),-12.3*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.type = low
air.velocity = -2.5*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3124

[State 1120, HitDef]
type = HitDef
triggerall = !var(24) && !var(5)      
trigger1 = var(35) != 3125
trigger1 = (AnimElemtime(9) >= 0) && (AnimElemtime(9) < 4)       
attr = A, HA
animtype  = up
air.animtype  = up
damage = ceil(40*fvar(0)*fvar(26)*fvar(27)*fvar(28)*fvar(29)),ceil(2*fvar(26)*fvar(29))
priority = 6,Hit
getpower = 0,0
givepower = 0, 0
hitflag = MAF
guardflag = M
pausetime = 6,5
guard.pausetime = 6,5
sparkno = -1;S8250
guard.sparkno = -1;S8410
sparkxy = -15, ceil(-66*const(size.yscale)) 
hitsound = S2,6
guardsound = S3,1
ground.type = high
ground.slidetime = 13
ground.hittime  = 17
guard.hittime = 15
guard.slidetime = 13
guard.ctrltime = 15
air.hittime = 17
ground.velocity = -2.5*1.8*const(size.xscale),-12.3*2.1*const(size.yscale)
guard.velocity = -7.5*1.8*const(size.xscale)
air.type = low
air.velocity = -2.5*ifelse(p2dist x>=5,1,-1)*1.8*const(size.xscale),-10.8*2.1*const(size.yscale)
fall = 1
fall.recover = 0
fall.envshake.time = 12
fall.envshake.freq = 80
fall.envshake.ampl = -4
down.bounce = 1
air.fall = 1
yaccel = .60*2.1*const(size.yscale)
envshake.time = 5
envshake.freq = 60
envshake.ampl = 3
;envshake.phase = 
forcestand = 1
P2facing = ifelse(p2dist x>=5,1,-1)
;palfx.color = 0
;palfx.mul = 0,0,0
palfx.add = 255,50,0
palfx.sinadd = -255,-50,0,60
palfx.time = 50
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
id = 3125

[State 1100, PlayerPush]
type = null;PlayerPush
triggerall = AnimElemtime(7) >= 0
triggerall = P2dist Y <= -60
trigger1 = numtarget(3122)
trigger1 = target(3122),stateno = [5020,5035]
trigger2 = numtarget(3123)
trigger2 = target(3123),stateno = [5020,5035]
trigger3 = numtarget(3124)
trigger3 = target(3124),stateno = [5020,5035]
trigger4 = numtarget(3125)
trigger4 = target(3125),stateno = [5020,5035]
value = 0

[State 200, hitspark x]
type = VarSet
trigger1 = 1
var(42) = 10

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(43) = -40
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(43) = -60
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(7) >= 0
var(43) = -65
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(5) < 0
var(44) = 8250
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(5) >= 0) && (AnimElemtime(7) < 0)
var(44) = 8240
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = (AnimElemtime(7) >= 0) && (AnimElemtime(8) < 3)
var(44) = 8230
ignorehitpause = 1

[State 200, sparkno]
type = VarSet
trigger1 = AnimElemtime(8) >= 3
var(44) = 8235
ignorehitpause = 1

[State -2, VarSet]
type = VarSet
trigger1 = time = 0
var(35) = 0

[State 920]
type = StateTypeSet
trigger1 = AnimelemTime(10) >= 0
movetype = I 

[State 1120, ChangeState]
type = ChangeState
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(7) > 0
value = 3150+(command="holddown")*10

;걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿
;뤈뿴쀴봨걁뭶뭤걂
[Statedef 3150]
type    = S
physics = S
ctrl = 0
anim = 3150

[State -3]
type = AfterImage
trigger1 = AnimelemTime(3) = 0
time = 0

[State -3, 돶귩뼿귞궥]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 1150, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1150, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1150, 2]
type = PosAdd
trigger1 = Time = 0
x = 10*1.8*const(size.xscale)

[State -2, ChangeState]
type = ChangeState
trigger1 = P2dist X < 0
trigger1 = AnimElemTime(4) >= 1
value = 0
ctrl = 1

[State 200, Ctrlset]
type = Ctrlset
trigger1 = AnimelemTime(4) >= 1
value = 1

[State 1150, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿걿
;뤈뿴쀴봨걁뭶뭤걂
[Statedef 3160]
type    = S
physics = S
ctrl = 0
anim = 3150

[State -3]
type = AfterImage
trigger1 = Anim = 10
trigger1 = AnimelemTime(3) = 0
time = 0

[State -3, 돶귩뼿귞궥]
type = PlaySnd
trigger1 = Time = 0
value = 52, 0

[State 1150, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1150, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1150, 2]
type = PosAdd
trigger1 = Time = 0
x = 10*1.8*const(size.xscale)

[State 1150, 4]
type = ChangeAnim
trigger1 = Anim = 3150
trigger1 = AnimelemTime(2) = 1
value = 10
persistent = 0

[State 1120, StateType]
type = StateTypeSet
trigger1 = Anim = 10
StateType = C
physics = C

[State 200, Ctrlset]
type = Ctrlset
trigger1 = Anim = 10
trigger1 = AnimelemTime(3) >= 1
value = 1

[State 1150, 4]
type = ChangeState
trigger1 = Anim = 10
trigger1 = AnimTime = 0
value = 11
ctrl = 1
