;===============================================================================
;EN ESTA SECCION SE ENCUENTRABN TODOS LOS MOVIMIETOS ESPACIALES DEL CHAR
;LA MODIFICACION SIN AUTORIZACION PUEDE SIGNIFICAR UNA FALLA TOTAL
;EN EL MISMO
;===============================================================================
;-------------------------------------------------------------------------------
;poder 1
[Statedef 1000]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 700
velset   = 0,0
anim     = 1000
ctrl     = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 301
pos = 57,-110
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 9
removeongethit = 1

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,0

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 5
name = "Estela"
pos = 57,-110
stateno = 1001

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1000
projanim = 1011
projremove = 0
projpriority = 19
projhitanim = 1015
projremanim = 1015
projsprpriority = 19
projmisstime = 8
projshadow = 0,0,0
projremovetime = -1
projhits = 4
getpower = 140,20
ownpal = 1
offset = 57,-110
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 70,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s4025
guard.sparkno = s4120
sparkxy = 20,-0
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Dimenciones
[Statedef 1001]
type    = S
movetype= I
physics = N
velset = 4,0
anim = 999
sprpriority = 1

[State 1000, explod]
type = Explod
trigger1 = gametime%10 = 0
anim = 1010
pos = 0,0
vel = 0,0
random = 0,0
sprpriority = 6
ownpal = 1

[State 1000, 4]
type = destroyself
trigger1 = time > 0
trigger1 = parent, numprojID(1000) = 0
;-------------------------------------------------------------------------------
;poder 2
[Statedef 1010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 700
velset   = 0,0
anim     = 1000
ctrl     = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 301
pos = 57,-110
postype = p1
facing = 1
bindtime = 1
removetime = -2
sprpriority = 9
removeongethit = 1

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,0

[State 1000, Helper]
type = Helper
trigger1 = AnimElem = 5
name = "Estela"
pos = 57,-110
stateno = 1002

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1001
projanim = 1011
projremove = 0
projpriority = 19
projhitanim = 1015
projremanim = 1015
projsprpriority = 19
projmisstime = 8
projshadow = 0,0,0
projremovetime = -1
projhits = 4
getpower = 140,20
ownpal = 1
offset = 57,-110
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 80,10
hitflag = MAF
guardflag = MA
hitsound = s1,1
guardsound = s2,1
pausetime = 0,10
sparkno = s4025
guard.sparkno = s4120
sparkxy = 20,-0
ground.type = Low
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -9
air.juggle = 8
air.velocity = -3.6,-3.8
air.fall = 1


[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Dimenciones
[Statedef 1002]
type    = S
movetype= I
physics = N
velset = 5,0
anim = 999
sprpriority = 1

[State 1000, explod]
type = Explod
trigger1 = gametime%8 = 0
anim = 1010
pos = 0,0
vel = 0,0
random = 0,0
sprpriority = 6
ownpal = 1


[State 1000, 4]
type = destroyself
trigger1 = time > 0
trigger1 = parent, numprojID(1001) = 0

;-------------------------------------------------------------------------------
;Lightning 1
[Statedef 1020]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 600
velset   = 0,0
anim     = 1020
ctrl     = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,10

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
under = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1010
projanim = 1025
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 27
getpower = 100,20
ownpal = 1
offset = 50,5
velocity = 0
attr = S, SP
animtype = Hard
damage = 140,10
hitflag = MAFD
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4025
guard.sparkno = s4120
sparkxy = 5,-75 + (floor(p2bodydist Y))
ground.type = hard
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -5.6,-4.8
air.velocity = -5.6,-1
fall = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Lightning 2
[Statedef 1021]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 600
velset   = 0,0
anim     = 1020
ctrl     = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,10

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
under = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1010
projanim = 1025
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 27
getpower = 100,20
ownpal = 1
offset = 120,5
velocity = 0
attr = S, SP
animtype = Hard
damage = 140,10
hitflag = MAFD
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4025
guard.sparkno = s4120
sparkxy = 5,-75 + (floor(p2bodydist Y))
ground.type = hard
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -5.6,-4.8
air.velocity = -5.6,-1
fall = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Lightning 3
[Statedef 1022]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 600
velset   = 0,0
anim     = 1020
ctrl     = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,10

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
under = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1010
projanim = 1025
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 27
getpower = 100,20
ownpal = 1
offset = 185,5
velocity = 0
attr = S, SP
animtype = Hard
damage = 140,10
hitflag = MAFD
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4025
guard.sparkno = s4120
sparkxy = 5,-75 + (floor(p2bodydist Y))
ground.type = hard
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -5.6,-4.8
air.velocity = -5.6,-1
fall = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Lightning 4
[Statedef 1023]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 600
velset   = 0,0
anim     = 1020
ctrl     = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,10

[State 1000, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 10
freq = 100
ampl = -4

[State 1000, EnvColor]
type = EnvColor
trigger1 = AnimElem = 5
value = 255,255,255
time = 1
under = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 5
projID = 1010
projanim = 1025
projremove = 0
projpriority = 1
projhitanim = -1
projremanim = -1
projsprpriority = 7
projshadow = 0,0,0
projremovetime = 27
getpower = 100,20
ownpal = 1
offset = 250,5
velocity = 0
attr = S, SP
animtype = Hard
damage = 140,10
hitflag = MAFD
guardflag = MA
hitsound = s1,4
guardsound = s2,1
pausetime = 0,10
sparkno = s4025
guard.sparkno = s4120
sparkxy = 5,-75 + (floor(p2bodydist Y))
ground.type = hard
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -5.6,-4.8
air.velocity = -5.6,-1
fall = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Ketobashi Katto 1
[Statedef 1030]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 750
velset   = 0,0
anim     = 1030
ctrl     = 0

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1031
ID = 1031 
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
sprpriority = 9
removeongethit = 1

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,6

[State 2100, 非無敵]
type = HitBy
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 150,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = s4060
guard.sparkno = s4120
sparkxy = -25,-75
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -6,-10
air.velocity = -6,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
air.fall = 1 
fall.recover = 0
fall.recovertime = 30

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Ketobashi Katto 1
[Statedef 1035]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 750
velset   = 0,0
anim     = 1035
ctrl     = 0

[State 2100, 非無敵]
type = HitBy
trigger1 = AnimElem = 7, <= 0
value = SC, NT, ST, HT

[State 1000, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1032
ID = 1031 
pos = 0,0
postype = p1
facing = 1
bindtime = -1
removetime = -2
sprpriority = 9
removeongethit = 1

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,6

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 160,10
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = s4060
guard.sparkno = s4120
sparkxy = -25,-75
hitsound = s1,7
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -6,-10
air.velocity = -6,-10
yaccel = .45
air.type = High
air.hittime = 12
fall = 1
fall.recovertime = 30

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Reflection 1
[Statedef 1040]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 600
velset   = 0,0
anim     = 1040
ctrl     = 0

[State 1200, ReversalDef]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 7,12
sparkno = s4120
hitsound = s2,1
p1stateno = 1041
ignorehitpause = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Target
[Statedef 10411]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 650
velset   = 0,0
anim     = 10459
ctrl     = 0

[State 1000, Explod]
type = Explod
trigger1 = time = 10
anim = 1043
pos = 27,-156
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 8
value = S12,1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 40, 9
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = s4060
guard.sparkno = s4120
sparkxy = -25,-75
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -6,-10
air.velocity = -6,-10
p2stateno = 1050
p2facing = 1
kill = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Target
[Statedef 1041]
type     = S
movetype = A
physics  = S
juggle   = 2
poweradd = 700
velset   = 0,0
anim     = 1041
ctrl     = 0

[State 1000, Explod]
type = Explod
trigger1 = time = 1
anim = 1042
pos = 46,-100
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 9

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S12,1

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 1
attr = S, HA
damage = 40, 9
animtype = diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = s4060
guard.sparkno = s4120
sparkxy = -25,-75
hitsound = s1,1
guardsound = s2,1
ground.type = High
ground.slidetime = 35
ground.hittime  = 20
ground.velocity = -6,-15
air.velocity = -6,-15
p2stateno = 1050
p2facing = 1
kill = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1050]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 1500,]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2120]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 52, 1]
type = VelSet
trigger1 = animelem = 23
x = -2.4
y = -12

[State 52, 2]
type = Veladd
trigger1 = time >= 23
y = .5

[State 810,]
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
ampl = 10
freq = 120
time = 10

[State 1000, LifeAdd]
type = LifeAdd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = -200
kill = 1

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1050

[State 1830]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;-------------------------------------------------------------------------------
;Reflection 2 De Proyectiles
[Statedef 1045]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 700
velset   = 0,0
anim     = 1301
ctrl     = 0

[State 1000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "colicion"
stateno = 1046
Id = 2011
pos = 10,0
postype = p1
facing = 1
ownpal = 1
ignorehitpause = 0

[State 1000, PlaySound]
type = PlaySnd
trigger1 = AnimElem = 4
value = s120,1

[State 1000, 5];攻撃エフェクト
type = Explod
trigger1 = animelem = 4
anim = 1312
id = 211
sprpriority = 20
postype = p1
pos = -7,0
bindtime = 1
supermove = 0
ignorehitpause = 0
under = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = Ceil(0.20 * enemy,Const(data.life)) ,Ceil(0.01 * enemy,Const(data.life)) * var(39)
getpower = 0,0
guardflag = H
hitflag = MAF
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0
p2stateno = 1310

[State 240, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
animtype  = diagup
damage    = 160,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
animtype  = diagup
damage    = 160,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, SA
animtype  = diagup
damage    = 160,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, SA
animtype  = diagup
damage    = 150,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 12
attr = S, SA
animtype  = diagup
damage    = 150,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 14
attr = S, SA
animtype  = diagup
damage    = 150,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 16
attr = S, SA
animtype  = diagup
damage    = 150,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 18
attr = S, SA
animtype  = diagup
damage    = 150,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 20
attr = S, SA
animtype  = diagup
damage    = 150,10
getpower = 0,0
guardflag = MA
pausetime = 11,12
sparkno = s4025
sparkxy = -15,-77
hitsound   = s1,4
guard.sparkno = s4120
guardsound = s2,1
ground.type = low
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6,-6.5
air.velocity = -6,-6.8
fall = 1
fall.recover = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Colicion
[StateDef 1046]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1046
poweradd = 0

[State 3110, 2]
type = BindToParent
trigger1 = 1
facing = 0
pos = 30,-70

[state 1000]
type = nothitby
trigger1 = 1
value = SCA

[state 1000]
type = hitby
trigger1 = 1
value = SCA,NP,SP

[state 1000]
type = hitoverride
trigger1 = 1
attr = SCA,NP,SP
stateno = 1047

[state 1000, destroyself]
type = destroyself
Trigger1 = time = 45
trigger2 = parent,movetype = H
persistent = 0
;-------------------------------------------------------------------------------
;Reflection 2 De Proyectiles Target
[Statedef 1047]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 200
velset   = 0,0
anim     = 999
ctrl     = 0

[state 1000]
type = nothitby
trigger1 = 1
value = SCA

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S12,3

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = time = 25
value = S12,4

[State 1000, Explod]
type = Explod
trigger1 = time = 0
anim = 1047
pos = 10,-10
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 7
removeongethit = 1

[State 3000]
type = Projectile
trigger1 = time = 25
projID = 1020
projanim = 1048
projremove = 1
projpriority = 19
projhitanim = 1049
projremanim = 1049
projsprpriority = 19
projshadow = 0,0,0
projremovetime = -1
getpower = 100,20
ownpal = 1
offset = 20,0
velocity = 7,0
attr = S, HP
animtype = diagup
damage = 170
hitflag = MAF
hitsound = s1,4
guardsound = s2,1
pausetime = 0,12
sparkno = s4025
guard.sparkno = s4120
sparkxy = 20,-0
ground.type = hard
ground.hittime = 15
ground.slidetime = 23
ground.velocity = -7,-7
air.juggle = 8
air.velocity = -7,-7
fall.recover = 0
fall = 1

[State 1000, DestroySelf]
type = DestroySelf
trigger1 = time = 30
