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Jun 22nd, 2018
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  1. ; Patty Frisbee
  2.  
  3. [Statedef 1401]
  4. type = S
  5. movetype = A
  6. ctrl = 0
  7. sprpriority = 4
  8.  
  9. [State 1401, HB]
  10. type = hitby
  11. trigger1 = 1
  12. value = SCA, NP, SP, HP
  13. time = -1
  14. ignorehitpause = 1
  15.  
  16. [State 1401, Anim]
  17. type = changeanim
  18. trigger1 = anim != 1401
  19. value = 1401
  20.  
  21. [State 1401, Conditionel Varset]
  22. type = null
  23. triggerall = time = 0
  24. trigger1 = numenemy
  25. trigger1 = (fvar(0):=(enemynear(0),pos x - pos x) * facing) || 1
  26. trigger1 = (fvar(1):=(enemynear(0),pos y - pos y) + enemynear(0), const(size.mid.pos.y)) || 1
  27. trigger1 = (fvar(2):=((fvar(0)**2.0)+ (fvar(1)**2.0))**0.5) || 1
  28. trigger2 = !numenemy
  29. trigger2 = (fvar(0):= 320.0 * facing) || 1
  30. trigger2 = (fvar(1):= 0.0 ) || 1
  31. trigger2 = (fvar(2):= ((fvar(0)**2.0)+(fvar(1)**2.0))**0.5) || 1
  32.  
  33. [State 1401, Velset]
  34. type = velset
  35. trigger1 = 1
  36. x = 10.0*fvar(0)/fvar(2)
  37. y = 10.0*fvar(1)/fvar(2)
  38. ignorehitpause = 1
  39.  
  40. ;[State 1401, projcontact]
  41. ;type = parentvarset
  42. ;trigger1 = movecontact && numtarget
  43. ;trigger1 = !(target, ishelper)
  44. ;var(18) = (var(18) := 1)
  45. ;ignorehitpause = 1
  46.  
  47. ;[State 1401, hitcount]
  48. ;type = parentvaradd
  49. ;trigger1 = movehit && numtarget
  50. ;var(13) = 1
  51. ;ignorehitpause = 1
  52. ;persistent = 0
  53.  
  54. [State 1401, guarddist]
  55. type = attackdist
  56. trigger1 = 1
  57. value = root, const(size.proj.attack.dist)
  58.  
  59. [State 1401, guarddist]
  60. type = attackdist
  61. trigger1 = 1
  62. value = root, const(size.proj.attack.dist)
  63.  
  64. [State 1401, Hit]
  65. type = hitdef
  66. trigger1 = 1
  67. attr = S, SP
  68. hitflag = MAF
  69. guardflag = MA
  70. priority = 4, Hit
  71. damage = 35, 4
  72. getpower = 0
  73. givepower = 36, 36
  74. pausetime = 0, 10
  75. sparkno = -1
  76. guard.sparkno = s8001
  77. sparkxy = -10, 0
  78. hitsound = s2, 6
  79. guardsound = s3, 0
  80. animtype = Hard
  81. air.animtype = Hard
  82. ground.type = Low
  83. air.type = Low
  84. ground.hittime = 18
  85. ground.slidetime = 18
  86. ground.velocity = -3, -6
  87. ground.cornerpush.veloff = 0
  88. guard.velocity = -10.52
  89. air.hittime = 18
  90. air.velocity = -3, -6
  91. air.cornerpush.veloff = 0
  92. airguard.velocity = -6, -1
  93. airguard.ctrltime = 16
  94. yaccel = 0.5
  95. fall = 1
  96. fall.recovertime = 120
  97. envshake.time = 14
  98. envshake.freq = 120
  99. envshake.ampl = 4
  100. palfx.time = 12
  101. palfx.add = 255, 255, 255
  102. palfx.sinadd = -255, -255, -255, 48
  103. p1sprpriority = 4
  104. forcestand = 1
  105.  
  106. [State 1401, Sparks]
  107. type = explod
  108. trigger1 = movehit && numtarget
  109. trigger1 = (target, movetype = H) && !(target, time)
  110. anim = 8216
  111. sprpriority = 5
  112. postype = left
  113. pos = ceil((target, pos x) -((target, const(size.ground.front) -10) * facing) + 160), ceil(screenpos y)
  114. facing = facing
  115. ownpal = 0
  116. pausemovetime = -1
  117. supermovetime = -1
  118. ignorehitpause = 1
  119. persistent = 0
  120.  
  121. [State 1401, End]
  122. type = changestate
  123. trigger1 = movecontact
  124. value = 1401
  125. ignorehitpause = 1
  126.  
  127. [State 1401, End]
  128. type = destroyself
  129. trigger1 = !animtime
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