;弱パンチ
[statedef 200]
type=S
movetype=A
physics=S
juggle=8
;=========================================================================
;初期化
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=velset
trigger1=!animelemtime(1)
x=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=19
ignorehitpause=1
[state 200]
type=varset
trigger1=!animelemtime(1)
var(21)=0
ignorehitpause=1
;=========================================================================
[state 200]
type=playsnd
trigger1=animelem=2
trigger1=!var(11)
trigger1=var(11):=1
value=201,0
[state 200]
type=playsnd
trigger1=animelem=2
trigger1=!var(12)
trigger1=var(12):=1
value=200,random%3
[state 200]
type=hitdef
trigger1=animelem=3&&!var(5)
attr=S,NA
damage=38,0
getpower=61,61
animtype=light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=7,8
sparkno=s7000
sparkxy=-5,-89
hitsound=s300,random%3
guard.sparkno=s7010
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-6
airguard.velocity=-1.9,-2
air.type=low
air.velocity=-1.4,-3
air.hittime=12
nochainID=1200
[state 200]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(1)=3&&!numprojid(anim+10000)
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=4
projhitanim=-1
postype=p1
offset=0,0
attr=S,NA
damage=38, 0
getpower=61,61
animtype=light
guardflag=MA
hitflag=MAF
priority=3,hit
pausetime=0,8
sparkno=-1
sparkxy=-5,-89
hitsound=s300,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-6
airguard.velocity=-1.9,-2
air.type=low
air.velocity=-1.4,-3
air.hittime=12
nochainID=1200
;=========================================================================
;projectile用擬似hitdef処理
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=7
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-6,vel x)||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7000+(var(21)=2)*10
pos=-5,-89
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(13)
trigger1=var(13):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=!var(14)
trigger1=var(14):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state ]
type=ctrlset
trigger1=!var(21)
trigger1=animelem=3
trigger2=var(21)
trigger2=var(22)=1
trigger2=animelemno(0)=3
value=1
[state 200]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
;強パンチ1
[statedef 210]
type=S
movetype=A
physics=S
juggle=8
;=========================================================================
;初期化
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=poweradd
trigger1=!animelemtime(1)
value=30
ignorehitpause=1
[state ]
type=velset
trigger1=!animelemtime(1)
x=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state ]
type=varset
trigger1=!animelemtime(1)
var(21)=0
ignorehitpause=1
;=========================================================================
[state 210]
type=playsnd
trigger1=animelem=3
value=210,random%3
[state 210]
type=playsnd
trigger1=animelem=4
value=211,0
[state 210]
type=explod
trigger1=animelem=7
anim=211
id=211
sprpriority=5
postype=p1
pos=-10,0
bindtime=1
supermove=0
under=0
[state ]
type=varset
trigger1=animelemno(0)=8
trigger1=var(22)=1
trigger1=!var(11)
trigger1=var(11):=1
var(21)=0
[state 210]
type=hitdef
trigger1=!var(5)&&animelem=8
attr=S,NA
animtype=hard
damage=106
getpower=30,30
guardflag=MA
pausetime=8,10
sparkno=s7001
sparkxy=-10,-77
hitsound=s310,random%3
guardsound=s120,0
guard.sparkno=s7011
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-10.5
air.velocity=-2.5,-4
nochainID=1200
[state 210]
type=hitdef
trigger1=!var(5)&&animelem=9
attr=S,NA
animtype=hard
damage=70
getpower=30,30
guardflag=MA
pausetime=11,12
sparkno=s7001
sparkxy=-10,-75
hitsound=s300,random%3
guardsound=s120,0
guard.sparkno=s7011
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-10.5
air.velocity=-2.5,-4
nochainID=1200
[state 210]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(1)=8&&!numprojid(anim+10000)
attr=S,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=3
projhitanim=-1
postype=p1
offset=0,0
animtype=hard
damage=106
getpower=30,30
guardflag=MA
pausetime=8,10
sparkno=-1
sparkxy=-10,-77
hitsound=s310,random%3
guardsound=s120,0
guard.sparkno=-1
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-10.5
air.velocity=-2.5,-4
nochainID=1200
[state 210]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(1)=9&&!numprojid(anim+10001)
attr=S,NA
projid=anim+10001
projanim=anim+10001
projremove=0
projremovetime=6
projhitanim=-1
postype=p1
offset=0,0
animtype=hard
damage=70
getpower=30,30
guardflag=MA
pausetime=11,12
sparkno=-1
sparkxy=-10,-75
hitsound=s300,random%3
guardsound=s120,0
guard.sparkno=-1
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-10.5
air.velocity=-2.5,-4
nochainID=1200
;==========================================================================
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=8
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-10.5,vel x)||1
trigger1=fvar(6):=vel y||1
trigger2=var(5)&&!var(21)
trigger2=var(21):=(projcontacttime(anim+10001)=0)
trigger2=var(21):=var(21)+(projguardedtime(anim+10001)=0)
trigger2=var(22):=11
trigger2=var(23):=animelemno(0)||1
trigger2=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-10.5,vel x)||1
trigger2=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-10,-77
postype=p2
ownpal=1
sprpriority=10
[state ]
type=explod
trigger1=projcontacttime(anim+10001)=0
anim=7001+(var(21)=2)*10
pos=-10,-75
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
value=anim
elem=var(23)+1
[state ]
type=changeanim
trigger1=var(21)&&!var(22)&&var(23)=var(23)
trigger1=!var(13)
trigger1=var(13):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)=1
trigger1=var(23)=8
trigger1=!var(14)
trigger1=var(14):=1
x=fvar(5)
y=fvar(6)
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)=1
trigger1=var(23)=9
trigger1=!var(15)
trigger1=var(15):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state ]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
;強パンチ2
[statedef 215]
type=S
movetype=A
physics=S
juggle=8
sprpriority=2
;=========================================================================
;初期化
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=poweradd
trigger1=!animelemtime(1)
value=30
ignorehitpause=1
[state ]
type=velset
trigger1=!animelemtime(1)
x=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=19
ignorehitpause=1
[state 200]
type=varset
trigger1=!animelemtime(1)
var(21)=0
ignorehitpause=1
;=========================================================================
[state 200]
type=playsnd
trigger1=animelem=2
value=210,random%3
[state 210]
type=playsnd
trigger1=animelem=2
value=211,0
[state 210]
type=explod
trigger1=animelem=5
anim=211
id=211
sprpriority=5
postype=p1
pos=-20,0
bindtime=1
supermove=0
under=0
[state 210]
type=hitdef
trigger1=!var(5)&&animelem=6
attr=S,NA
animtype=hard
damage=135
getpower=61,61
guardflag=MA
pausetime=11,12
sparkno=s7001
sparkxy=-30,-75
hitsound=s310,random%3
guard.sparkno=s7011
guardsound=s120,0
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-8
air.velocity=-4,-3
nochainID=1200
[state 210, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(1)=6&&!numprojid(anim+10000)
attr=S,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=5
projhitanim=-1
postype=p1
offset=0,0
animtype=hard
damage=135
getpower=61,61
guardflag=MA
pausetime=11,12
sparkno=-1
sparkxy=-30,-75
hitsound=s310,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-8
air.velocity=-4,-3
nochainID=1200
persistent=0
;=========================================================================
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=11
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-8,vel x)||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-5, -89
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state 215, 2]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
;弱キック1
[statedef 230]
type=S
movetype=A
physics=S
juggle=8
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=velset
trigger1=!animelemtime(1)
x=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 200]
type=playsnd
trigger1=animelem=1
value=200,random%3
[state 230]
type=playsnd
trigger1=animelemtime(1)=2
value=221,0
[state 1000]
type=explod
trigger1=animelem=3
anim=231
id=200
sprpriority=3
postype=p1
velset=0,0
pos=77,-91
bindtime=1
supermove=0
persistent=0
ignorehitpause=1
under=0
ownpal=1
[state 1000]
type=explod
trigger1=animelem=4
anim=231
id=200
sprpriority=3
postype=p1
velset=0,0
pos=35,-21
bindtime=1
supermove=0
persistent=0
ignorehitpause=1
under=0
ownpal=1
[state 200]
type=varset
trigger1=!animelemtime(1)
var(21)=0
ignorehitpause=1
[state 230]
type=hitdef
trigger1=!var(5)&&animelem=3
attr=S,NA
animtype=light
damage=38
getpower=61,61
guardflag=MA
pausetime=7,8
sparkno=s7000
sparkxy=-15,-57
hitsound=s330,random%3
guard.sparkno=s7010
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2.5,-3.5
nochainID=1200
[state 230, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(1)=3&&!numprojid(anim+10000)
attr=S,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=5
projhitanim=-1
postype=P1
offset=0,0
animtype=light
damage=38
getpower=61,61
guardflag=MA
pausetime=7,8
sparkno=-1
sparkxy=-15,-57
hitsound=s330,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2.5,-3.5
nochainID=1200
;=========================================================================
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=7
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-5,vel x)||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7000+(var(21)=2)*10
pos=-5, -89
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state 230]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
;弱キック2
[statedef 235]
type=S
movetype=A
physics=S
juggle=8
sprpriority=2
;=========================================================================
;初期化
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=velset
trigger1=!animelemtime(1)
x=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=19
ignorehitpause=1
[state 200]
type=varset
trigger1=!animelemtime(1)
var(21)=0
ignorehitpause=1
[state 1]
type=varset
trigger1=animelemno(0)=3
trigger1=var(22)=1
trigger1=!var(11)
trigger1=var(11):=1
var(21)=0
;=========================================================================
[state 200]
type=playsnd
trigger1=animelemtime(1)=0
value=200,random%3
[state 230, 1]
type=playsnd
trigger1=animelemtime(1)=2
value=221,0
[state 1000, 5]
type=explod
trigger1=animelem=3
anim=231
id=200
sprpriority=3
postype=p1
velset=0,0
pos=33,-20
bindtime=1
supermove=0
persistent=0
ignorehitpause=1
under=0
ownpal=1
[state 1000, 5]
type=explod
trigger1=animelem=4
anim=231
id=200
sprpriority=3
postype=p1
velset=0,0
pos=62,-54
bindtime=1
supermove=0
persistent=0
ignorehitpause=1
under=0
ownpal=1
[state 230, 2]
type=hitdef
trigger1=!var(5)&&animelem=3
attr=S,NA
animtype=light
damage=29
getpower=30,30
guardflag=MA
pausetime=7,8
sparkno=s7000
sparkxy=-10,-20
hitsound=s330,random%3
guard.sparkno=s7010
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2.5,-3.5
nochainID=1200
[state 230, 2]
type=hitdef
trigger1=!var(5)&&animelem=4
attr=S,NA
animtype=light
damage=29
getpower=30,30
guardflag=MA
pausetime=9,10
sparkno=s7000
sparkxy=-30,-54
hitsound=s330,random%3
guard.sparkno=s7010
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2.5,-3.5
nochainID=1200
[state 230, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=2&&animelemno(1)=3&&!numprojid(anim+10000)
attr=S, NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=2
projhitanim=-1
postype=p1
offset=0,0
animtype=light
damage=29
getpower=30,30
guardflag=MA
pausetime=7,8
sparkno=-1
sparkxy=-10,-20
hitsound=s330,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2.5,-3.5
nochainID=1200
[state 230, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=3&&animelemno(1)=4
attr=S,NA
projid=anim+10001
projanim=anim+10001
projremove=0
projremovetime=5
projhitanim=-1
postype=p1
offset=0,0
animtype=light
damage=29
getpower=30,30
guardflag=MA
pausetime=9,10
sparkno=-1
sparkxy=-30,-54
hitsound=s330,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2.5,-3.5
nochainID=1200
persistent=0
;=========================================================================
;
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=7
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-5,vel x)||1
trigger1=fvar(6):=vel y||1
trigger2=var(5)&&!var(21)
trigger2=var(21):=(projcontacttime(anim+10001)=0)
trigger2=var(21):=var(21)+(projguardedtime(anim+10001)=0)
trigger2=var(22):=9
trigger2=var(23):=animelemno(0)||1
trigger2=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-5,vel x)||1
trigger2=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7000+(var(21)=2)*10
pos=-10,-77
postype=p2
ownpal=1
sprpriority=10
[state ]
type=explod
trigger1=projcontacttime(anim+10001)=0
anim=7000+(var(21)=2)*10
pos=-10,-75
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
value=anim
elem=var(23)+1
[state ]
type=changeanim
trigger1=var(21)&&!var(22)&&var(23)=var(23)
trigger1=!var(13)
trigger1=var(13):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)=1
trigger1=var(23)=3
trigger1=!var(14)
trigger1=var(14):=1
x=fvar(5)
y=fvar(6)
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)=1
trigger1=var(23)=4
trigger1=!var(15)
trigger1=var(15):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state 230, 3]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 240]
type=S
movetype=A
physics=S
juggle=8
poweradd=30
sprpriority=2
;=========================================================================
;初期化
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=velset
trigger1=!animelemtime(1)
x=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=19
ignorehitpause=1
[state 1]
type=varset
trigger1=!animelemtime(1)
var(21)=0
ignorehitpause=1
[state 1]
type=varset
trigger1=animelemno(0)=3
trigger1=var(22)=1
trigger1=!var(12)
trigger1=var(12):=1
var(21)=0
ignorehitpause=1
;========================================================================
[state 210, 1]
type=playsnd
trigger1=animelem=3
value=210,random%3
[state 200, 1]
type=playsnd
trigger1=animelem=4
value=240,1
[state 1000, 5]
type=explod
trigger1=animelem=2
anim=241
id=241
sprpriority=5
postype=p1
pos=0,0
bindtime=1
supermove=0
ignorehitpause=0
under=0
[state a]
type=posadd
trigger1=!var(5)&&animelem=3
trigger1=!var(11)
trigger1=var(11):=1
trigger2=var(5)&&animelemno(1)=3
trigger2=!var(11)
trigger2=var(11):=1
x=4
[state 240, 2]
type=hitdef
trigger1=!var(5)&&animelem=3
attr=S,NA
animtype=hard
damage=96
getpower=30,30
guardflag=MA
pausetime=8,10
sparkno=s7001
sparkxy=-15,-85
hitsound=s240,0
guard.sparkno=s7011
guardsound=s120,0
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-3,-6
air.velocity=-3,-5.2
nochainID=1200
[state 240, 2]
type=hitdef
trigger1=!var(5)&&animelem=4
attr=S,NA
animtype=hard
damage=58
getpower=30,30
guardflag=MA
pausetime=11,12
sparkno=s7001
sparkxy=-15,-106
hitsound=s240,0
guard.sparkno=s7011
guardsound=s120,0
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-2,-5
air.velocity=-2,-5.0
nochainID=1200
[state 240, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=2&&animelemno(1)=3
attr=S,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=2
projhitanim=-1
postype=p1
offset=0,0
animtype=hard
damage=96
getpower=30,30
guardflag=MA
pausetime=8,10
sparkno=-1
sparkxy=-15,-85
hitsound=s240,0
guard.sparkno=-1
guardsound=s120,0
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-3,-6
air.velocity=-3,-5.2
nochainID=1200
[state 240, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=3&&animelemno(1)=4
attr=S,NA
projid=anim+10001
projanim=anim+10001
projremove=0
projremovetime=3
projhitanim=-1
postype=p1
offset=0,0
animtype=hard
damage=58
getpower=30,30
guardflag=MA
pausetime=11,12
sparkno=-1
sparkxy=-15,-106
hitsound=s240,0
guard.sparkno=-1
guardsound=s120,0
ground.type=high
ground.slidetime=17
ground.hittime=17
ground.velocity=-2,-5
air.velocity=-2,-5.0
nochainID=1200
;=========================================================================
;
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=8
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-2,vel x)||1
trigger1=fvar(6):=vel y||1
trigger2=var(5)&&!var(21)
trigger2=var(21):=(projcontacttime(anim+10001)=0)
trigger2=var(21):=var(21)+(projguardedtime(anim+10001)=0)
trigger2=var(22):=11
trigger2=var(23):=animelemno(0)||1
trigger2=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-3,vel x)||1
trigger2=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-10,-77
postype=p2
ownpal=1
sprpriority=10
[state ]
type=explod
trigger1=projcontacttime(anim+10001)=0
anim=7001+(var(21)=2)*10
pos=-10,-75
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(13)
trigger1=var(13):=1
value=anim
elem=var(23)+1
[state ]
type=changeanim
trigger1=var(21)&&!var(22)&&var(23)=var(23)
trigger1=!var(14)
trigger1=var(14):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)=1
trigger1=var(23)=3
trigger1=!var(15)
trigger1=var(15):=1
x=fvar(5)
y=fvar(6)
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)=1
trigger1=var(23)=4
trigger1=!var(16)
trigger1=var(16):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state 240, 4]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 245]
type=S
movetype=A
physics=S
juggle=8
poweradd=30
sprpriority=2
;=========================================================================
;初期化
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=velset
trigger1=!animelemtime(1)
x=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=19
ignorehitpause=1
[state 200]
type=varset
trigger1=!animelemtime(1)
var(21)=0
ignorehitpause=1
[state 1]
type=varset
trigger1=animelemno(0)=9
trigger1=!var(11)
trigger1=var(11):=1
var(21)=0
ignorehitpause=1
;========================================================================
[state 240, 1]
type=playsnd
trigger1=animelemtime(1)=1
value=221,0
[state 200, 1]
type=playsnd
trigger1=animelemtime(1)=1
value=210,random%3
[state 240, 2]
type=hitdef
trigger1=!var(5)&&animelem=4
attr=S,NA
animtype=hard
damage=96
getpower=30,30
guardflag=MA
pausetime=8,10
sparkno=s7001
sparkxy=-25,-55
hitsound=s340,random%3
guard.sparkno=s7011
guardsound=s120,0
ground.type=low
ground.slidetime=27
ground.hittime=27
ground.velocity=0
air.velocity=-3,-5.2
nochainID=1200
[state 240, 2]
type=hitdef
trigger1=!var(5)&&animelem=10
attr=S,NA
animtype=hard
damage=58
getpower=30,30
guardflag=HA
pausetime=11,12
sparkno=s7001
sparkxy=-25,-96
hitsound=s340,random%3
guard.sparkno=s7011
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-10
air.velocity=-2,-5.0
nochainID=1200
[state 240, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=3&&animelemno(1)=4
attr=S,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=4
projhitanim=-1
postype=p1
offset=0,0
animtype=hard
damage=96
getpower=30,30
guardflag=MA
pausetime=8,10
sparkno=-1
sparkxy=-25,-55
hitsound=s340,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=27
ground.hittime=27
ground.velocity=0
air.velocity=-3,-5.2
nochainID=1200
[state 240, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=9&&animelemno(1)=10
attr=S,NA
projid=anim+10001
projanim=anim+10001
projremove=0
projremovetime=6
projhitanim=-1
postype=p1
offset=0,0
animtype=hard
damage=58
getpower=30,30
guardflag=HA
pausetime=11,12
sparkno=-1
sparkxy=-25,-96
hitsound=s340,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-10
air.velocity=-2,-5.0
nochainID=1200
;=========================================================================
;
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=8
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*0,vel x)||1
trigger1=fvar(6):=vel y||1
trigger2=var(5)&&!var(21)
trigger2=var(21):=(projcontacttime(anim+10001)=0)
trigger2=var(21):=var(21)+(projguardedtime(anim+10001)=0)
trigger2=var(22):=11
trigger2=var(23):=animelemno(0)||1
trigger2=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-10,vel x)||1
trigger2=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-10,-77
postype=p2
ownpal=1
sprpriority=10
[state ]
type=explod
trigger1=projcontacttime(anim+10001)=0
anim=7001+(var(21)=2)*10
pos=-10,-75
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
value=anim
elem=var(23)+1
[state ]
type=changeanim
trigger1=var(21)&&!var(22)&&var(23)=var(23)
trigger1=!var(13)
trigger1=var(13):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)&&var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&var(22)=1&&var(23)=4
trigger1=!var(14)
trigger1=var(14):=1
x=fvar(5)
y=fvar(6)
[state ]
type=velset
trigger1=var(21)&&var(22)=1&&var(23)=[10,11]
trigger1=!var(15)
trigger1=var(15):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state 240, 4]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 290]
type=S
movetype=A
physics=S
juggle=8
poweradd=30
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=velset
trigger1=!animelemtime(1)
x=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 240, 1]
type=playsnd
trigger1=animelem=3
value=211,0
[state 200, 1]
type=playsnd
trigger1=animelem=1
value=290, 0
[state 1000, 5];攻撃エフェクト
type=explod
trigger1=animelem=4
anim=211
id=211
sprpriority=5
postype=p1
pos=-36,-18
bindtime=1
supermove=0
ignorehitpause=0
under=0
[state 1]
type=varset
trigger1=!animelemtime(1)
var(21)=0
[state 240, 2]
type=hitdef
trigger1=!var(5)&&animelem=4
attr=S,NA
animtype=high
damage=98
getpower=136,136
guardflag=MA
pausetime=11,12
sparkno=s7001
sparkxy=-15,-77
hitsound=s225,1
guard.sparkno=s7011
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-4,-4.5
air.velocity=-4,-4.8
fall=1
fall.recover=0
nochainID=1200
[state 240, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=3&&animelemno(1)=4
attr=S,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=6
projhitanim=-1
postype=p1
offset=0,0
animtype=high
damage=98
getpower=136,136
guardflag=MA
pausetime=11,12
sparkno=-1
sparkxy=-15,-77
hitsound=s225,1
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-4,-4.5
air.velocity=-4,-4.8
fall=1
fall.recover=0
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=11
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-4,vel x)||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-5, -89
postype=p2
ownpal=1
sprpriority=10
persistent=0
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state 240, 4]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 291]
type=S
movetype=A
physics=S
juggle=8
poweradd=-500
;ctrl=0
;velset=0,0
;anim=291
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=velset
trigger1=!animelemtime(1)
x=0
y=0
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 240, 1]
type=playsnd
trigger1=animelemtime(1)=0
value=221,0
[state 200, 1]
type=playsnd
trigger1=animelemtime(1)=0
value=290, 0
[state 700, 2]
type=nothitby
triggerall=1
trigger1=1
value=SCA
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
ignorehitpause=1
[state 3040, 7]
type=envcolor
trigger1=movehit=1||var(21)
persistent=0
ignorehitpause=1
time=2
value=255,255,255
under=1
[state 240, 2]
type=hitdef
trigger1=!var(5)&&animelemtime(1)=0
attr=S,NA
animtype=diagup
damage=39
getpower=0,0
guardflag=MA
pausetime=11,12
sparkno=s7001
sparkxy=-15,-77
hitsound=s225,1
guard.sparkno=s7011
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-6,-6.5
air.velocity=-6,-6.8
fall=1
fall.recover=0
nochainID=1200
[state 240, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=2&&animelemno(1)=3
attr=S,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=3
projhitanim=-1
postype=p1
offset=0,0
animtype=diagup
damage=39
getpower=0,0
guardflag=MA
pausetime=11,12
sparkno=-1
sparkxy=-15,-77
hitsound=s225,1
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-6,-6.5
air.velocity=-6,-6.8
fall=1
fall.recover=0
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=11
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-6,vel x)||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-5, -89
postype=p2
ownpal=1
sprpriority=10
persistent=0
[state ]
type=changeanim
trigger1=Var(21)
trigger1=Var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
value=anim
elem=var(23)+1
persistent=0
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
x=fvar(5)
y=fvar(6)
persistent=0
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state 240, 4]
type=changestate
trigger1=animtime=0
value=0
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 400]
type=C
movetype=A
physics=C
juggle=8
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 200, 5]
type=playsnd
trigger1=animelem=1
value=200,random%3
[state 400, 1]
type=playsnd
trigger1=animelemtime(1)=1
value=201,0
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
[state 400, 2]
type=hitdef
trigger1=!var(5)&&animelem=2
attr=C,NA
damage=19
priority=3
animtype=light
hitflag=MAF
guardflag=M
getpower=60,60
pausetime=7,8
sparkno=s7000
sparkxy=-10,-37
hitsound=s300,random%3
guard.sparkno=s7010
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2.5,-3
nochainID=1200
[state 400, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=1&&animelemno(1)=2
attr=C,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=4
projhitanim=-1
postype=p1
offset=0,0
damage=19
priority=3
animtype=light
hitflag=MAF
guardflag=M
getpower=60,60
pausetime=7,8
sparkno=-1
sparkxy=-10,-37
hitsound=s300,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=high
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2.5,-3
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=7
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-5,vel x)||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7000+(var(21)=2)*10
pos=-5, -89
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=Var(21)
trigger1=Var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state a]
type=ctrlset
trigger1=!var(21)&&animelem=3
trigger2=var(21)&&var(22)=1&&animelemno(0)=3
value=1
[state 400, 4]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 410]
type=C
movetype=A
physics=C
juggle=8
poweradd=30
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 410, 1]
type=playsnd
trigger1=animelem=5
value=221,0
[state 200, 1]
type=playsnd
trigger1=animelem=2
value=210,random%3
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
[state 1]
type=varset
trigger1=animelemno(0)=6
trigger1=var(22)=1
trigger1=!var(11)
trigger1=var(11):=1
var(21)=0
[state 410, 2]
type=hitdef
trigger1=!var(5)&&animelem=6
attr=C,NA
damage=96
animtype=hard
hitflag=MAF
guardflag=M
pausetime=11,12
getpower=30,30
sparkno=s7001
sparkxy=-10,-73
hitsound=s310,random%3
guard.sparkno=s7011
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-7
air.velocity=-3,-6
nochainID=1200
[state 410, 2]
type=hitdef
trigger1=!var(5)&&animelem=7
attr=C,NA
damage=70
animtype=hard
hitflag=MAF
guardflag=M
pausetime=11,12
getpower=30,30
sparkno=s7001
sparkxy=-12,-78
hitsound=s310,random%3
guard.sparkno=s7011
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-3,-5
air.velocity=-3,-6
nochainID=1200
[state 410, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=5&&animelemno(1)=6
attr=C,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=2
projhitanim=-1
postype=p1
offset=0,0
damage=96
animtype=hard
hitflag=MAF
guardflag=M
pausetime=11,12
getpower=30,30
sparkno=-1
sparkxy=-10,-73
hitsound=s310,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-7
air.velocity=-3,-6
nochainID=1200
[state 410, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=6&&animelemno(1)=7
attr=C,NA
projid=anim+10001
projanim=anim+10001
projremove=0
projremovetime=5
projhitanim=-1
postype=p1
offset=0,0
damage=70
animtype=hard
hitflag=MAF
guardflag=M
pausetime=11,12
getpower=30,30
sparkno=-1
sparkxy=-12,-78
hitsound=s310,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-3,-5
air.velocity=-3,-6
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=11
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-3,vel x)||1
trigger1=fvar(6):=vel y||1
trigger2=var(5)&&!var(21)
trigger2=var(21):=(projcontacttime(anim+10001)=0)
trigger2=var(21):=Var(21)+(projguardedtime(anim+10001)=0)
trigger2=var(22):=11
trigger2=var(23):=animelemno(0)||1
trigger2=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-7,vel x)||1
trigger2=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-10,-77
postype=p2
ownpal=1
sprpriority=10
[state ]
type=explod
trigger1=projcontacttime(anim+10001)=0
anim=7001+(var(21)=2)*10
pos=-10,-75
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
value=anim
elem=var(23)+1
[state ]
type=changeanim
trigger1=var(21)&&!var(22)&&var(23)=var(23)
trigger1=!var(13)
trigger1=var(13):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)&&var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&var(22)=1&&var(23)=6
trigger1=!var(14)
trigger1=var(14):=1
x=fvar(5)
y=fvar(6)
[state ]
type=velset
trigger1=var(21)&&var(22)=1&&var(23)=7
trigger1=!var(15)
trigger1=var(15):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state 410, 4]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 430]
type=C
movetype=A
physics=C
juggle=8
poweradd=0
;ctrl=0
;anim=430
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 200, 5]
type=playsnd
trigger1=animelem=1
value=200,random%3
[state 430, 1]
type=playsnd
trigger1=animelemtime(1)=1
value=221,0
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
[state 430, 2]
type=hitdef
trigger1=!var(5)&&animelem=2
attr=C,NA
damage=19
animtype=Light
hitflag=MAF
guardflag=L
pausetime=6,8
sparkno=s7000
sparkxy=-10,-12
hitsound=s330,random%3
getpower=30,30
guard.sparkno=s7010
guardsound=s120,0
ground.type=low
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2,-3
down.velocity=-5,0
down.hittime=20
nochainID=1200
[state 430, 2]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=1&&animelemno(1)=2
attr=C,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=4
projhitanim=-1
postype=p1
offset=0,0
damage=19
animtype=Light
hitflag=MAF
guardflag=L
pausetime=6,8
sparkno=-1
sparkxy=-10,-12
hitsound=s330,random%3
getpower=30,30
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=9
ground.hittime=9
ground.velocity=-5
air.velocity=-2,-3
down.velocity=-5,0
down.hittime=20
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=6
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-5,vel x)||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7000+(var(21)=2)*10
pos=-5, -89
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=Var(21)
trigger1=Var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state a]
type=ctrlset
trigger1=!var(21)&&animelem=3
trigger2=var(21)&&var(22)=1&&animelemno(0)=3
value=1
[state 430, 3]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 440]
type=C
movetype=A
physics=C
juggle=8
poweradd=30
;ctrl=0
;anim=440
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 440, 2]
type=playsnd
trigger1=animelemtime(1)=2||animelem=5
value=221,0
[state 200, 1]
type=playsnd
trigger1=animelemtime(1)=1
value=210,random%3
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
[state 440, 3]
type=hitdef
trigger1=!var(5)&&animelem=8
attr=C,NA
damage=154
hitflag=MAF
guardflag=L
pausetime=11,12
sparkno=s7001
getpower=61,61
sparkxy=-15,-18
hitsound=s340,random%3
guardsound=s120,0
guard.sparkno=s7011
ground.type=Trip
ground.slidetime=10
ground.hittime=15
ground.velocity=-1.5,-5
air.velocity=-4,-4
guard.velocity=-5
fall=1
nochainID=1200
[state 440, 3]
type=projectile
trigger1=var(5)&&!var(21)&&animelemno(0)=7&&animelemno(1)=8
attr=C,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=3
projhitanim=-1
postype=p1
offset=0,0
damage=154
hitflag=MAF
guardflag=L
pausetime=11,12
sparkno=-1
getpower=61,61
sparkxy=-15,-18
hitsound=s340,random%3
guardsound=s120,0
guard.sparkno=-1
ground.type=Trip
ground.slidetime=10
ground.hittime=15
ground.velocity=-1.5,-5
air.velocity=-4,-4
guard.velocity=-5
fall=1
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(22):=11
trigger1=var(23):=animelemno(0)||1
trigger1=fvar(5):=ifelse((enemynear,backedgedist<10||enemynear,frontedgedist<10),0.89*-1.5,vel x)||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-5, -89
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)
trigger1=var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)+1
[state ]
type=velset
trigger1=var(21)
trigger1=var(22)>1
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)&&var(22)>0
var(22)=-1
[state 440, 4]
type=changestate
trigger1=animtime=0
value=11
ctrl=1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 600]
type=A
movetype=A
physics=A
juggle=8
poweradd=0
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 200, 5]
type=playsnd
trigger1=animelem=1
value=200,0
[state 600, 1]
type=playsnd
trigger1=animelemtime(1)=1
value=201,0
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
[state 600, 2]
type=hitdef
trigger1=!var(5)&&animelem=2
attr=A,NA
damage=38
getpower=61,61
guardflag=HA
priority=3
pausetime=7,8
sparkno=s7000
sparkxy=-10,-79
hitsound=s300,random%3
guard.sparkno=s7010
guardsound=s120,0
ground.type=low
ground.slidetime=5
ground.hittime=5
ground.velocity=-4
air.velocity=-1.3,-3
nochainID=1200
[state 600, 2]
type=projectile
trigger1=var(5)&&!var(21)&&((animelemno(0)=1&&animelemno(1)=2)||animelemno(1)=2)&&!numprojid(anim+10000)
attr=A,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=1
projhitanim=-1
postype=p1
offset=0,0
velosity=vel x,vel y
damage=38
getpower=61,61
guardflag=HA
priority=3
pausetime=7,8
sparkno=-1
sparkxy=-10,-79
hitsound=s300,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=5
ground.hittime=5
ground.velocity=-4
air.velocity=-1.3,-3
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(23):=animelemno(0)||1
trigger1=var(24):=animelemtime(var(23))||1
trigger1=var(22):=8-var(24)||1
trigger1=fvar(5):=vel x||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-10,-61
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)&&var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)
[state ]
type=velset
trigger1=var(21)
trigger1=animelemtime(var(23))<=var(24)
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=animelemtime(var(23))>var(24)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)
trigger1=var(22)>0
var(22)=-1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 610]
type=A
movetype=A
physics=A
juggle=8
poweradd=30
;ctrl=0
;anim=610
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 200, 1]
type=playsnd
trigger1=animelemtime(1)=1
value=220,1
[state 610, 2]
type=playsnd
trigger1=animelemtime(1)=2
value=210,random%3
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
[state 610, 3]
type=hitdef
trigger1=!var(5)
trigger1=animelem=2
attr=A,NA
damage=125
guardflag=HA
getpower=61,61
priority=4
pausetime=12,12
sparkno=s7001
sparkxy=-10,-76
hitsound=s310,random%3
guard.sparkno=s7011
guardsound=s120,0
animtype=Med
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-5
air.velocity=-3,-4
nochainID=1200
[state 610, 3]
type=projectile
trigger1=var(5)&&!var(21)&&((animelemno(0)=1&&animelemno(1)=2)||animelemno(1)=2)&&!numprojid(Anim+10000)
attr=A,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=1
projhitanim=-1
postype=p1
offset=0,0
velosity=vel x,vel y
damage=125
guardflag=HA
getpower=61,61
priority=4
pausetime=12,12
sparkno=-1
sparkxy=-10,-76
hitsound=s310,random%3
guard.sparkno=-1
guardsound=s120,0
animtype=Med
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-5
air.velocity=-3,-4
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(23):=animelemno(0)||1
trigger1=var(24):=animelemtime(var(23))||1
trigger1=var(22):=12-var(24)||1
trigger1=fvar(5):=vel x||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-10,-61
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)&&var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)
[state ]
type=velset
trigger1=var(21)
trigger1=animelemtime(var(23))<=var(24)
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=animelemtime(var(23))>var(24)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)
trigger1=var(22)>0
var(22)=-1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 630]
type=A
movetype=A
physics=A
juggle=8
poweradd=0
;ctrl=0
;anim=630
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 200, 5]
type=playsnd
trigger1=animelem=1
value=200,random%3
[state 630, 1]
type=playsnd
trigger1=animelemtime(1)=1
value=221,0
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
[state 630, 2]
type=hitdef
trigger1=!var(5)
trigger1=animelem=2
attr=A,NA
damage=36
getpower=61,61
guardflag=HA
priority=3
pausetime=8,8
sparkno=s7000
sparkxy=-5,-51
hitsound=s330,random%3
guard.sparkno=s7010
guardsound=s120,0
ground.type=low
ground.slidetime=6
ground.hittime=6
ground.velocity=-4
air.velocity=-2,-3
nochainID=1200
[state 630, 2]
type=projectile
trigger1=var(5)&&!var(21)&&((animelemno(0)=1&&animelemno(1)=2)||animelemno(1)=2)&&!numprojid(anim+10000)
attr=A,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=1
projhitanim=-1
postype=p1
offset=0,0
velosity=vel x,vel y
damage=36
getpower=61,61
guardflag=HA
priority=3
pausetime=8,8
sparkno=-1
sparkxy=-5,-51
hitsound=s330,random%3
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=6
ground.hittime=6
ground.velocity=-4
air.velocity=-2,-3
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(23):=animelemno(0)||1
trigger1=var(24):=animelemtime(var(23))||1
trigger1=var(22):=8-var(24)||1
trigger1=fvar(5):=vel x||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-10,-61
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)&&var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)
[state ]
type=velset
trigger1=var(21)
trigger1=animelemtime(var(23))<=var(24)
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=animelemtime(var(23))>var(24)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)
trigger1=var(22)>0
var(22)=-1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 640]
type=A
movetype=A
physics=A
juggle=8
poweradd=30
;ctrl=0
;anim=640
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 640, 2]
type=playsnd
trigger1=animelemtime(1)=2
value=221,0
[state 640, 2]
type=playsnd
trigger1=animelemtime(1)=2
value=210,random%3
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
[state 640, 3]
type=hitdef
trigger1=!var(5)&&animelem=2
attr=A,NA
damage=135
guardflag=HA
getpower=61,61
priority=4
pausetime=12,12
sparkno=s7001
sparkxy=-10,-61
hitsound=s340,random%3
guard.sparkno=s7011
guardsound=s120,0
animtype=Med
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-5
air.velocity=-3,-4
nochainID=1200
[state 640, 3]
type=projectile
trigger1=var(5)&&!var(21)&&((animelemno(0)=1&&animelemno(1)=2)||animelemno(1)=2)&&!numprojid(anim+10000)
attr=A,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=1
projhitanim=-1
postype=p1
offset=0,0
velosity=vel x,vel y
damage=135
guardflag=HA
getpower=61,61
priority=4
pausetime=12,12
sparkno=-1
sparkxy=-10,-61
hitsound=s340,random%3
guard.sparkno=-1
guardsound=s120,0
animtype=Med
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-5
air.velocity=-3,-4
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(23):=animelemno(0)||1
trigger1=var(24):=animelemtime(var(23))||1
trigger1=var(22):=12-var(24)||1
trigger1=fvar(5):=vel x||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-10,-61
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)&&var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)
[state ]
type=velset
trigger1=var(21)
trigger1=animelemtime(var(23))<=var(24)
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=animelemtime(var(23))>var(24)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)
trigger1=var(22)>0
var(22)=-1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1
;-------------------------------------------------------------------------
[statedef 690]
type=A
movetype=A
physics=A
juggle=8
poweradd=0
;ctrl=0
;anim=690
sprpriority=2
[state ]
type=changeanim
trigger1=anim!=stateno
value=stateno
ignorehitpause=1
[state ]
type=ctrlset
trigger1=!animelemtime(1)
value=0
ignorehitpause=1
[state ]
type=varrangeset
trigger1=!animelemtime(1)
value=0
first=11
last=20
ignorehitpause=1
[state 200, 5]
type=playsnd
trigger1=animelem=1
value=210,random%3
[state 640, 2]
type=playsnd
trigger1=animelemtime(1)=2
value=211,0
[state 1000, 5]
type=explod
trigger1=animelem=2
anim=211
id=211
sprpriority=5
postype=p1
pos=-29,-13
bindtime=1
supermove=0
ignorehitpause=0
under=0
[state 1]
type=varset
trigger1=animelemtime(1)=0
var(21)=0
[state 240, 2]
type=hitdef
trigger1=!var(5)&&animelem=2
attr=A,NA
animtype=hard
damage=98
getpower=120,120
guardflag=MA
pausetime=11,12
sparkno=s7001
sparkxy=-15,-75
hitsound=s225,1
guard.sparkno=s7011
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-4,-4.5
air.velocity=-4,-4.8
fall=1
fall.recover=0
nochainID=1200
[state 240, 2]
type=projectile
trigger1=var(5)&&!var(21)&&((animelemno(0)=1&&animelemno(1)=2)||animelemno(1)=2)&&!numprojid(anim+10000)
attr=A,NA
projid=anim+10000
projanim=anim+10000
projremove=0
projremovetime=1
projhitanim=-1
postype=p1
offset=0,0
velosity=vel x,vel y
animtype=hard
damage=98
getpower=120,120
guardflag=MA
pausetime=11,12
sparkno=-1
sparkxy=-15,-75
hitsound=s225,1
guard.sparkno=-1
guardsound=s120,0
ground.type=low
ground.slidetime=17
ground.hittime=17
ground.velocity=-4,-4.5
air.velocity=-4,-4.8
fall=1
fall.recover=0
nochainID=1200
[state ]
type=null
trigger1=var(5)&&!var(21)
trigger1=var(21):=(projcontacttime(anim+10000)=0)+(projguardedtime(anim+10000)=0)
trigger1=var(23):=animelemno(0)||1
trigger1=var(24):=animelemtime(var(23))||1
trigger1=var(22):=11-var(24)||1
trigger1=fvar(5):=vel x||1
trigger1=fvar(6):=vel y||1
[state ]
type=explod
trigger1=projcontacttime(anim+10000)=0
anim=7001+(var(21)=2)*10
pos=-10,-61
postype=p2
ownpal=1
sprpriority=10
[state ]
type=changeanim
trigger1=var(21)&&var(22)
value=anim
elem=var(23)
[state ]
type=changeanim
trigger1=var(21)&&!var(22)
trigger1=!var(11)
trigger1=var(11):=1
value=anim
elem=var(23)
[state ]
type=velset
trigger1=var(21)
trigger1=animelemtime(var(23))<=var(24)
x=0
y=0
[state ]
type=velset
trigger1=var(21)&&!var(22)
trigger1=animelemtime(var(23))>var(24)
trigger1=!var(12)
trigger1=var(12):=1
x=fvar(5)
y=fvar(6)
[state ]
type=varadd
trigger1=var(21)
trigger1=var(22)>0
var(22)=-1
[state ]
type=changestate
trigger1=!var(9)
value=153
ignorehitpause=1