
;----------------------------------------------------------------
[statedef 1080];僀乕僨傿傾儞僽儗僀僪
type=s
movetype=a
physics=s
velset=0,0
ctrl=0
sprpriority=2

;幾娽僉儔乕梡
[state ]
type=changestate
triggerall=(sysfvar(0)=256002.0&&sysfvar(0)!=0.0)=0
trigger1=1
value=320000
persistent=256
ignorehitpause=1

;仛仛仛仛仛仛仛仛仛仛娐嫬愝掕仛仛仛仛仛仛仛仛仛仛

[state ]
type=changeanim
trigger1=time=0
value=1080
ignorehitpause=1

[state ]
type=superpause
trigger1=animelemtime(1)=0
anim=-1
darken=0
poweradd=-1000
movetime=30
time=30
ignorehitpause=1

[state ]
type=nothitby
trigger1=1
value2=sca
ignorehitpause=1

;仛仛仛仛仛仛仛挻昁嶦媄僄僼僃僋僩仛仛仛仛仛仛仛

[state ]
type=playsnd
trigger1=animelem=1
trigger1=sysvar(3)=[0,899]
value=s10,11
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelem=1
trigger1=sysvar(3)=[900,999]
value=s10,26
volume=255
ignorehitpause=1

[state ]
type=explod
trigger1=animelem=1
anim=10090
pos=const(size.head.pos.x),const(size.head.pos.y)
sprpriority=-3
ownpal=1
bindtime=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1

[state ]
type=explod
trigger1=animelem=1
anim=10100
pos=const(size.head.pos.x),const(size.head.pos.y)
sprpriority=20
ownpal=1
bindtime=1
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1

;仛仛仛仛仛仛仛仛仛峌寕偺墘弌仛仛仛仛仛仛仛仛仛

;壒嬁
[state ];晳傿乗乗崀傝傛僅
type=playsnd
trigger1=animelemtime(1)=0
trigger1=sysvar(3)=[0,899]
value=s0,40
volume=255
channel=0
ignorehitpause=1
[state ];儚傽乕儖僪僨僗僩儘僀儎傽傽傽傾傾両両両
type=playsnd
trigger1=animelemtime(1)=0
trigger1=sysvar(3)=[900,999]
value=s10,26
volume=255
channel=0
ignorehitpause=1
[state ]
type=playsnd
trigger1=animelemtime(1)>=44&&animelemtime(1)<=93
trigger1=animelemtime(1)%7=2
value=s10,19
volume=-100
ignorehitpause=1



;夋柺乢(丱o丱)乛
[state ]
type=envshake
trigger1=animelemtime(1)=44
time=7
ampl=20
freq=180
ignorehitpause=1
[state ]
type=envshake
trigger1=animelemtime(1)>=44&&animelemtime(1)<=93
trigger1=animelemtime(1)%7=2
time=7
ampl=10
freq=180
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(1)=0
sinadd=-200,-200,-200,40
time=10
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(1)>=10&&animelemtime(1)<=93
add=-200,-200,-200
time=2
ignorehitpause=1
[state ]
type=bgpalfx
trigger1=animelemtime(1)=93
add=-200,-200,-200
sinadd=200,200,200,160
time=40
ignorehitpause=1



;傗偄偽
[state ]
type=explod
trigger1=animelemtime(1)>=44&&animelemtime(1)<=93
trigger1=animelemtime(1)%7=2
anim=10190
facing=-1
scale=0.8,0.8
pos=30+6*(animelemtime(1)-44),0
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(1)>=44&&animelemtime(1)<=93
trigger1=animelemtime(1)%7=2
anim=10191
facing=-1
scale=0.8,0.8
pos=30+6*(animelemtime(1)-44),0
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1

;仛仛仛仛仛仛仛仛仛仛仛峌寕仛仛仛仛仛仛仛仛仛仛仛

;僼僸僸倵倵倵倵峌寕杮懱倵倵倵倵
[state ]
type=projectile
trigger1=animelemtime(1)>=44&&animelemtime(1)<=93
trigger1=animelemtime(1)%7=2
projanim=40070
projremove=1
projremovetime=45
offset=30+6*(animelemtime(1)-44),0
attr=s,hp
hitflag=mafdp
guardflag=ma
damage=30,5
sparkno=-1
numhits=1
hitsound=-1
guardsound=-1
ground.type=high
ground.hittime=21
ground.slidetime=21
ground.velocity=-6,-3.5
fall=1
air.type=high
air.hittime=21
air.slidetime=21
air.velocity=-6,-3.5
air.fall=1
p2facing=1
p2stateno=1191
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1

;仛仛仛仛仛仛仛仛仛仛仛婣娨仛仛仛仛仛仛仛仛仛仛仛

[state ]
type=selfstate
trigger1=animtime=0
value=0
ctrl=1
ignorehitpause=1
