;animelemtime(28)
[state ]
type=explod
trigger1=animelemtime(28)>=1&&animelemtime(28)<=10
anim=10060
scale=0.6*animelemtime(28),0.03*animelemtime(28)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(28)>=11&&animelemtime(28)<=20
anim=10060
scale=6,0.3+0.003*(animelemtime(28)-10)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(28)>=21&&animelemtime(28)<=30
anim=10060
scale=6,0.33-0.033*(animelemtime(28)-20)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483646
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
;e
[state ]
type=explod
trigger1=animelemtime(28)>=1&&animelemtime(28)<=10
anim=10000
scale=0.6*animelemtime(28),0.03*animelemtime(28)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(28)>=11&&animelemtime(28)<=20
anim=10000
scale=6,0.3+0.003*(animelemtime(28)-10)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1
[state ]
type=explod
trigger1=animelemtime(28)>=21&&animelemtime(28)<=30
anim=10000
scale=6,0.33-0.033*(animelemtime(28)-20)
pos=0,0+enemynear,const(size.mid.pos.y)
postype=p2
removetime=-2
sprpriority=2147483647
pausemovetime=2147483647
supermovetime=2147483647
ignorehitpause=1