;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥
;劔侕僐儌儞僗僥乕僩孮丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖僕儍儞僾丅

;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥劥
;劔侖奐巒乮抧懳嬻乯丅

[statedef 40]
type=s
physics=s
anim=40
ctrl=0
sprpriority=1
[state ]
type=varset
trigger1=time=0
sysvar(1)=0
[state ]
type=varset
trigger1=command="holdfwd"
sysvar(1)=1
[state ]
type=varset
trigger1=command="holdback"
sysvar(1)=-1
[state ]
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 ]
type=velset
trigger1=animtime=0
trigger1=prevstateno=100
x=const(velocity.runjump.fwd.x)
[state ]
type=velset
trigger1=animtime=0
trigger1=prevstateno=105
x=const(velocity.runjump.back.x)
[state ]
type=changestate
trigger1=animtime=0
trigger1=prevstateno=100
value=102
ctrl=1
[state ]
type=changestate
trigger1=animtime=0
trigger1=prevstateno=105
value=107
ctrl=1
[state ]
type=changestate
trigger1=animtime=0
value=50
ctrl=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖僟僢僔儏丅

[statedef 100]
type=u
movetype=u
physics=u
hitdefpersist=0
movehitpersist=0
hitcountpersist=0

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=100
value=100
ignorehitpause=0
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
trigger2=var(42)=0
trigger2=numhelper(40000)=1
trigger2=helper(40000),command!="holdfwd"
trigger2=1||var(50):=0
trigger3=var(42)!=0
trigger3=facing*pos x>=0
trigger3=1||var(50):=0
value=0
persistent=256
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
physics=n
ignorehitpause=1



;峌寕僸僢僩帪惂屼丅
[state ]
type=playsnd
triggerall=projcontacttime(100)=0
trigger1=1
value=s0,35
freqmul=1.3+0.05*cos(var(59))
volume=255
channel=-1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget=[1,8]
triggerall=projhittime(100)=0
trigger1=1||fvar(0):=facing*(target,pos x-pos x)
trigger1=1||fvar(1):=target,pos y-pos y
trigger1=1||fvar(2):=50
trigger1=1||fvar(3):=(-37-2)-target,const(size.mid.pos.y)
pos=fvar(0)+0.2*(fvar(2)-fvar(0)),fvar(1)+0.2*(fvar(3)-fvar(1))
time=1
id=100
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(100)=0
trigger1=1
id=0
anim=10230
;trans=addalpha
;alpha=256,256
facing=1-2*(var(59)%2)
vfacing=1-2*(var(59)<500)
scale=0.2,0.2
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)+30*cos(var(59))*cos(var(59)**2)),floor(fvar(13)+30*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(100)=0
trigger1=1
id=0
anim=10231
;trans=addalpha
;alpha=256,256
facing=1-2*(var(59)%2)
vfacing=1-2*(var(59)<500)
scale=0.2,0.2
shadow=0,0,0
sprpriority=300
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)+30*cos(var(59))*cos(var(59)**2)),floor(fvar(13)+30*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)%8=0
value=s0,33
freqmul=1.4
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)%8=4
value=s0,34
freqmul=1.4
volume=255
channel=2
ignorehitpause=0



;夋柺愝掕丅
[state ]
type=assertspecial
trigger1=1
flag=nowalk
flag2=noautoturn
ignorehitpause=1



;嵗昗愝掕丅
[state ]
type=velset
trigger1=animelemtime(1)=0
x=const(velocity.run.fwd.x)
y=0
ignorehitpause=0



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(1)%48=0
id=100
anim=10220
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.3
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(1)%48=24
id=100
anim=10220
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.5,0.3
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
triggerall=numexplod(100)>=1
trigger1=1
id=100
pos=0,0
postype=p1
ignorehitpause=0



;峌寕杮懱丅
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=8||fvar(0):=-4||fvar(1):=-4||fvar(2):=-4||fvar(3):=-4||fvar(4):=0.35
ignorehitpause=0

[state ]
type=projectile
trigger1=animelemtime(1)%4=0
projid=100
projanim=70060
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(vel x),floor(vel y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=4
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
id=100
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=10,5
fall.damage=0
getpower=12,6
givepower=6,3
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=40
palfx.add=32,64,128
palfx.sinadd=32+16,64,128,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=var(0)
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0

[statedef 102]
type=u
movetype=u
physics=u
hitdefpersist=0
movehitpersist=0
hitcountpersist=0

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=102
value=102
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=a
physics=a
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)=0
sysvar(1)=0
ignorehitpause=0



;峌寕僸僢僩帪惂屼丅
[state ]
type=playsnd
triggerall=projcontacttime(102)=0
trigger1=1
value=s0,35
freqmul=1.3+0.05*cos(var(59))
volume=255
channel=-1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget=[1,8]
triggerall=projhittime(102)=0
trigger1=1||fvar(0):=facing*(target,pos x-pos x)
trigger1=1||fvar(1):=target,pos y-pos y
trigger1=1||fvar(2):=50
trigger1=1||fvar(3):=(-37-2)-target,const(size.mid.pos.y)
pos=fvar(0)+0.2*(fvar(2)-fvar(0)),fvar(1)+0.2*(fvar(3)-fvar(1))
time=1
id=102
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(102)=0
trigger1=1
id=0
anim=10230
;trans=addalpha
;alpha=256,256
facing=1-2*(var(59)%2)
vfacing=1-2*(var(59)<500)
scale=0.2,0.2
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)+30*cos(var(59))*cos(var(59)**2)),floor(fvar(13)+30*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(102)=0
trigger1=1
id=0
anim=10231
;trans=addalpha
;alpha=256,256
facing=1-2*(var(59)%2)
vfacing=1-2*(var(59)<500)
scale=0.2,0.2
shadow=0,0,0
sprpriority=300
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)+30*cos(var(59))*cos(var(59)**2)),floor(fvar(13)+30*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)%8=0
value=s0,33
freqmul=1.4
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)%8=4
value=s0,34
freqmul=1.4
volume=255
channel=2
ignorehitpause=0



;嵗昗愝掕丅
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(1)%48=0
id=102
anim=10220
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.3
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(1)%48=24
id=102
anim=10220
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.5,0.3
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
triggerall=numexplod(102)>=1
trigger1=1
id=102
pos=0,0
postype=p1
ignorehitpause=0



;峌寕杮懱丅
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=8||fvar(0):=-4||fvar(1):=-4||fvar(2):=-4||fvar(3):=-4||fvar(4):=0.35
ignorehitpause=0

[state ]
type=projectile
trigger1=animelemtime(1)%4=0
projid=102
projanim=70060
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(vel x),floor(vel y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=4
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
id=102
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=10,5
fall.damage=0
getpower=12,6
givepower=6,3
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=40
palfx.add=32,64,128
palfx.sinadd=32+16,64,128,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=var(0)
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖僶僋僗僥丅

[statedef 105]
type=u
movetype=u
physics=u
hitdefpersist=0
movehitpersist=0
hitcountpersist=0

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=105
value=105
ignorehitpause=0
[state ]
type=changestate
trigger1=animtime=0
trigger1=1||var(50):=0
trigger2=var(42)=0
trigger2=numhelper(40000)=1
trigger2=helper(40000),command!="holdback"
trigger2=1||var(50):=0
trigger3=var(42)!=0
trigger3=facing*pos x<0
trigger3=1||var(50):=0
value=0
persistent=256
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=a
physics=n
ignorehitpause=1



;峌寕僸僢僩帪惂屼丅
[state ]
type=playsnd
triggerall=projcontacttime(105)=0
trigger1=1
value=s0,35
freqmul=1.3+0.05*cos(var(59))
volume=255
channel=-1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget=[1,8]
triggerall=projhittime(105)=0
trigger1=1||fvar(0):=facing*(target,pos x-pos x)
trigger1=1||fvar(1):=target,pos y-pos y
trigger1=1||fvar(2):=50
trigger1=1||fvar(3):=(-37-2)-target,const(size.mid.pos.y)
pos=fvar(0)+0.2*(fvar(2)-fvar(0)),fvar(1)+0.2*(fvar(3)-fvar(1))
time=1
id=105
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(105)=0
trigger1=1
id=0
anim=10230
;trans=addalpha
;alpha=256,256
facing=1-2*(var(59)%2)
vfacing=1-2*(var(59)<500)
scale=0.2,0.2
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)+30*cos(var(59))*cos(var(59)**2)),floor(fvar(13)+30*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(105)=0
trigger1=1
id=0
anim=10231
;trans=addalpha
;alpha=256,256
facing=1-2*(var(59)%2)
vfacing=1-2*(var(59)<500)
scale=0.2,0.2
shadow=0,0,0
sprpriority=300
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)+30*cos(var(59))*cos(var(59)**2)),floor(fvar(13)+30*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)%8=0
value=s0,33
freqmul=1.4
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)%8=4
value=s0,34
freqmul=1.4
volume=255
channel=2
ignorehitpause=0



;夋柺愝掕丅
[state ]
type=assertspecial
trigger1=1
flag=nowalk
flag2=noautoturn
ignorehitpause=1



;嵗昗愝掕丅
[state ]
type=velset
trigger1=animelemtime(1)=0
x=const(velocity.run.back.x)
y=0
ignorehitpause=0



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(1)%48=0
id=105
anim=10220
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.5,0.3
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(1)%48=24
id=105
anim=10220
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.3
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
triggerall=numexplod(105)>=1
trigger1=1
id=105
pos=0,0
postype=p1
ignorehitpause=0



;峌寕杮懱丅
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=4||fvar(0):=7||fvar(1):=-4||fvar(2):=7||fvar(3):=-4||fvar(4):=0.35
ignorehitpause=0

[state ]
type=projectile
trigger1=animelemtime(1)%4=0
projid=105
projanim=70060
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(vel x),floor(vel y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=4
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
id=105
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=10,5
fall.damage=0
getpower=12,6
givepower=6,3
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=40
palfx.add=32,64,128
palfx.sinadd=32+16,64,128,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=var(0)
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0

[statedef 107]
type=u
movetype=u
physics=u
hitdefpersist=0
movehitpersist=0
hitcountpersist=0

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=107
value=107
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=a
movetype=a
physics=a
ignorehitpause=1
[state ]
type=varset
trigger1=animelemtime(1)=0
sysvar(1)=0
ignorehitpause=0



;峌寕僸僢僩帪惂屼丅
[state ]
type=playsnd
triggerall=projcontacttime(107)=0
trigger1=1
value=s0,35
freqmul=1.3+0.05*cos(var(59))
volume=255
channel=-1
ignorehitpause=1
[state ]
type=targetbind
triggerall=numtarget=[1,8]
triggerall=projhittime(107)=0
trigger1=1||fvar(0):=facing*(target,pos x-pos x)
trigger1=1||fvar(1):=target,pos y-pos y
trigger1=1||fvar(2):=50
trigger1=1||fvar(3):=(-37-2)-target,const(size.mid.pos.y)
pos=fvar(0)+0.2*(fvar(2)-fvar(0)),fvar(1)+0.2*(fvar(3)-fvar(1))
time=1
id=107
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(107)=0
trigger1=1
id=0
anim=10230
;trans=addalpha
;alpha=256,256
facing=1-2*(var(59)%2)
vfacing=1-2*(var(59)<500)
scale=0.2,0.2
shadow=0,0,0
sprpriority=-6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)+30*cos(var(59))*cos(var(59)**2)),floor(fvar(13)+30*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1
[state ]
type=explod
triggerall=projcontacttime(107)=0
trigger1=1
id=0
anim=10231
;trans=addalpha
;alpha=256,256
facing=1-2*(var(59)%2)
vfacing=1-2*(var(59)<500)
scale=0.2,0.2
shadow=0,0,0
sprpriority=300
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=floor(fvar(12)+30*cos(var(59))*cos(var(59)**2)),floor(fvar(13)+30*cos(var(59))*sin(var(59)**2))
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=1



;壒嬁丅
[state ]
type=playsnd
trigger1=animelemtime(1)%8=0
value=s0,33
freqmul=1.4
volume=255
channel=1
ignorehitpause=0
[state ]
type=playsnd
trigger1=animelemtime(1)%8=4
value=s0,34
freqmul=1.4
volume=255
channel=2
ignorehitpause=0



;嵗昗愝掕丅
[state ]
type=playerpush
trigger1=1
value=0
ignorehitpause=1



;僄僼僃僋僩丅
[state ]
type=explod
trigger1=animelemtime(1)%48=0
id=107
anim=10220
;trans=addalpha
;alpha=256,256
facing=-1
vfacing=1
scale=0.5,0.3
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=explod
trigger1=animelemtime(1)%48=24
id=107
anim=10220
;trans=addalpha
;alpha=256,256
facing=1
vfacing=1
scale=0.5,0.3
shadow=0,0,0
sprpriority=6
ontop=0
ownpal=1
supermove=0
pausemovetime=0
supermovetime=0
removetime=-2
removeongethit=0
pos=0,0
postype=p1
random=0,0
bindtime=1
vel=0,0
accel=0,0
ignorehitpause=0
[state ]
type=modifyexplod
triggerall=numexplod(107)>=1
trigger1=1
id=107
pos=0,0
postype=p1
ignorehitpause=0



;峌寕杮懱丅
[state ]
type=forcefeedback
trigger1=1||var(0):=1||var(1):=4||fvar(0):=7||fvar(1):=-4||fvar(2):=7||fvar(3):=-4||fvar(4):=0.35
ignorehitpause=0

[state ]
type=projectile
trigger1=animelemtime(1)%4=0
projid=107
projanim=70060
projremanim=-1
projhitanim=-1
projcancelanim=-1
projscale=1,1
projsprpriority=-2147483648
projshadow=0,0,0
offset=floor(vel x),floor(vel y)
postype=p1
velocity=0,0
accel=0,0
velmul=1,1
remvelocity=0,0
projremove=1
projremovetime=4
projhits=1
projmisstime=1
projpriority=2147483647
projedgebound=16777215
projheightbound=-16777216,16777215
projstagebound=16777215
pausemovetime=0
supermovetime=0
id=107
chainid=-1
nochainid=-1
attr=s,sp
hitflag=hlafp
guardflag=hla
affectteam=e
priority=2147483647,h
hitonce=0
numhits=1
damage=10,5
fall.damage=0
getpower=12,6
givepower=6,3
kill=1
guard.kill=1
animtype=h
air.animtype=b
fall.animtype=b
ground.type=h
air.type=h
forcestand=0
;p1facing=1
p2facing=1
;p1getp2facing=0
palfx.time=40
palfx.add=32,64,128
palfx.sinadd=32+16,64,128,10
palfx.color=0
palfx.invertall=1
pausetime=0,var(1)
guard.pausetime=0,var(1)
ground.hittime=10
air.hittime=20
guard.hittime=10
guard.ctrltime=30
airguard.ctrltime=30
ground.slidetime=0
guard.slidetime=0
fall.recover=0
fall.recovertime=2147483647
fall=var(0)
air.fall=var(0)
ground.velocity=fvar(0),fvar(1)
air.velocity=fvar(2),fvar(3)
;down.velocity=0,0
;guard.velocity=0
;airguard.velocity=0,0
yaccel=0.35
envshake.time=0
fall.envshake.time=0
fall.envshake.ampl=var(1)
sparkno=-1
guard.sparkno=-1
sparkxy=0,0
hitsound=-1
guardhitsound=-1
;air.juggle=0
sprpriority=-2147483648
;p1stateno=50
;p2stateno=5050
;p2getp1state=1
;down.hittime=0
;down.bounce=0
;fall.kill=1
;guard.dist=const(size.attack.dist)
;mindist=-16777216,-16777215
;maxdist=16777216,16777215
;snap=0,0
ignorehitpause=0


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖僀儞僩儘丅

[statedef 190]
type=u
movetype=u
physics=u
hitdefpersist=0
movehitpersist=0
hitcountpersist=0

;僗僥乕僩堏峴丅
[state ]
type=changestate
trigger1=1
value=191
persistent=256
ignorehitpause=1

[statedef 191]
type=u
movetype=u
physics=u
hitdefpersist=0
movehitpersist=0
hitcountpersist=0

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=191
value=191
ignorehitpause=0
[state ]
type=changestate
trigger1=animtime=0
value=0
persistent=256
ignorehitpause=1
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=i
physics=s
ignorehitpause=1



;夋柺愝掕丅
[state ]
type=assertspecial
trigger1=1
flag=intro
ignorehitpause=1


;劕劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劒劥劥
;劔侖彑棙億乕僘丅

[statedef 180]
type=u
movetype=u
physics=u
hitdefpersist=0
movehitpersist=0
hitcountpersist=0

;僗僥乕僩堏峴丅
[state ]
type=changestate
trigger1=1
value=181
persistent=256
ignorehitpause=1

[statedef 181]
type=u
movetype=u
physics=u
hitdefpersist=0
movehitpersist=0
hitcountpersist=0

;婎杮愝掕丅
[state ]
type=changeanim
trigger1=anim!=181
value=181
ignorehitpause=0
[state ]
type=statetypeset
trigger1=1
statetype=s
movetype=i
physics=s
ignorehitpause=1









