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- [Statedef 2020]
- type = S
- movetype= A
- physics = S
- poweradd= -500
- velset = 0,0
- anim = 2025
- ctrl = 0
- sprpriority = 2
- facep2 = 1
- [State 0, VarAdd]
- type = VarAdd
- triggerall = MoveHit = 1
- trigger1 = P2StateType = A
- var(19) = 7
- persistent = 0
- [State 1060, Afterimage]
- type = AfterImage
- trigger1 = AnimElem = 1, 1
- length = 13
- PalBright = 30, 30, 0
- PalContrast = 70, 70, 20
- PalAdd = -10,-10,-10
- PalMul = .85,.85,.50
- TimeGap = 1
- FrameGap = 2
- Trans = Add
- time = 2
- [State 3000, Super C]
- type = AfterImageTime
- trigger1 = AnimElemTime(2) >= 1 && Time < 47
- time = 2
- [State 0, PalFXWiz]
- type = PalFX
- trigger1 = Time = 0
- time = 1
- add = 256,256,256
- mul = 256,256,256
- sinadd = 256,256,256,10
- [State 1000]
- type = PlaySnd
- trigger1 = !time
- value = 2000,0
- [State 1023, Helper]
- type = Helper
- trigger1 = !Time
- ID = 6123
- pos = -48,-100
- postype = p1
- stateno = 6123
- name = "Ring"
- keyctrl = 0
- ownpal = 1
- ignorehitpause = 1
- [State 810, Width 2-11]
- type = Width
- trigger1 = AnimElemTime(3) >= 0
- player = 30,0
- ignorehitpause = 1
- [State 0, VelSet]
- type = VelSet
- trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(11) <= 0
- x = 1.6
- [State 1030, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElemTime(3) = 0 || AnimElemTime(7) = 0 || AnimElemTime(11) = 0 || AnimElemTime(15) = 0
- value = S0,3
- [State 1030, PlaySnd]
- type = PlaySnd
- trigger1 = AnimElemTime(15) = 0
- value = S200,3+random%2
- channel = 0
- [State 210, 2]
- type = HitDef
- triggerall = Var(19) <= 55
- trigger1 = AnimElemTime(3) = 0 || AnimElemTime(7) = 0 || AnimElemTime(11) = 0
- attr = A, SA
- animtype = Hard
- air.animtype = Back
- ground.type = High
- guardflag = MA
- hitflag = MAF
- damage = 38,5
- pausetime = 6,9
- guard.pausetime = 6,7
- sparkno = s8001
- guard.sparkno = s8003
- sparkxy = -36,-70
- hitsound = s5,4
- guardsound = s6,0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- guard.hittime = 19
- ground.velocity = -8.1796875,-8.1796875
- guard.velocity = -7.90625
- air.type = High
- air.velocity = -8.1796875,-8.1796875
- air.hittime = 20
- getpower = 0,0
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- yaccel = .5
- air.fall = 1
- fall.recover = 1
- fall.recovertime = 120
- envshake.time = 8
- envshake.ampl = 6
- fall = 1
- id = 623
- p2facing = 1
- [State 1150, Squashed]
- type = TargetState
- triggerall = numtarget
- trigger1 = movehit = 1
- value = 1031
- ignorehitpause = 1
- id = 623
- [State 210, 2]
- type = HitDef
- triggerall = Var(19) <= 55
- trigger1 = AnimElemTime(15) = 0
- attr = A, SA
- animtype = Hard
- air.animtype = Back
- ground.type = High
- guardflag = MA
- hitflag = MAF
- damage = 38,5
- pausetime = 10,15
- guard.pausetime = 10,10
- sparkno = s8001
- guard.sparkno = s8003
- sparkxy = -36,-70
- hitsound = s5,4
- guardsound = s6,0
- ground.type = High
- ground.slidetime = 20
- ground.hittime = 20
- guard.hittime = 19
- ground.velocity = -18.1796875,-8.1796875
- guard.velocity = -17.90625
- air.type = High
- air.velocity = -7.1796875,-8.1796875
- air.hittime = 20
- getpower = 0,0
- ground.cornerpush.veloff = 0
- air.cornerpush.veloff = 0
- yaccel = .5
- air.fall = 1
- fall.recover = 1
- fall.recovertime = 120
- envshake.time = 8
- envshake.ampl = 6
- fall = 1
- id = 624
- p2facing = 1
- [State 1150, Squashed]
- type = TargetState
- triggerall = numtarget
- trigger1 = movehit = 1
- value = 2021
- ignorehitpause = 1
- id = 624
- [State 100, FX]
- type = Explod
- trigger1 = !Time
- anim = 10002
- pos = -1,0
- postype = p1
- bindtime = 1
- scale = 0.8*const(size.xScale),0.8*const(size.yScale)
- sprpriority = 2
- ownpal = 1
- removetime = -2
- ignorehitpause = 1
- [State 1030, 5]
- type = ChangeState
- trigger1 = !AnimTime
- value = 0
- ctrl = 1
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