;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 僀儞僩儘僿儖僷乕
[Statedef 10192]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 20
ctrl = 0
sprpriority = 2

[State 10192, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro
ignorehitpause = 1

[State 10192, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 10192, 3]
type = VelSet
trigger1 = Time > 0
x = const(velocity.walk.fwd.x)

[State 10192, 4]
type = DestroySelf
trigger1 = Time > 0
trigger1 = RootDist X <= 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 嬻拞丒壓嫮峌寕僄僼僃僋僩
[Statedef 11200]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 11200
ctrl = 0
sprpriority = 5

[State 11200, 1]
type = BindToRoot
trigger1 = 1
time = 1
facing = 0
pos = Ceil(104*Const(size.xscale)),Ceil(16*Const(size.yscale))

[State 11200, 2]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 11200, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 11200, 4]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 11200, 5]
type = AngleDraw
trigger1 = 1
value = -33

[State 11200, 6]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 11200, 7]
type = DestroySelf
trigger1 = Root,StateNo != 1200

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 杺朄峌寕僽儘僢僋弌尰
[Statedef 12000]
type     = A
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 12000
ctrl = 0
sprpriority = 3

[State 12000, DisplayToClipBoard]
type = DisplayToClipBoard
trigger1 = 1
text = "V1=%d V2=%d V1-2=%f V2-2=%f" 
params = Var(1), Var(2), 1.28-(Var(1)*0.04), 0+(Var(2)*0.04)
ignorehitpause = 1

[State 12000, 1]
type = AttackDist
trigger1 = 1
value = 35

[State 12000, 2]
type = VarRangeSet
trigger1 = Var(1) > 31
trigger1 = Var(2) > 31
value = -1

[State 12000, 3]
type = VarSet
trigger1 = Time = 0
trigger1 = IsHelper(12000)
var(1) = 0
ignorehitpause = 1

[State 12000, 4]
type = VarSet
trigger1 = Time = 0
trigger1 = IsHelper(12001)
var(1) = -1
ignorehitpause = 1

[State 12000, 5]
type = VarSet
trigger1 = Time = 0
trigger1 = IsHelper(12002)
var(1) = -2
ignorehitpause = 1

[State 12000, 6]
type = VarSet
trigger1 = Time = 0
trigger1 = IsHelper(12003)
var(1) = -3
ignorehitpause = 1

[State 12000, 7]
type = VarSet
trigger1 = Time = 0
trigger1 = IsHelper(12004)
var(1) = -4
ignorehitpause = 1

[State 12000, 8]
type = VarSet
trigger1 = Time = 0
trigger1 = IsHelper(12005)
var(1) = -5
ignorehitpause = 1

[State 12000, 9]
type = VarSet
trigger1 = Time = 0
trigger1 = IsHelper(12006)
var(1) = -6
ignorehitpause = 1

[State 12000, 10]
type = VarSet
trigger1 = Time = 0
trigger1 = IsHelper(12007)
var(1) = -7
ignorehitpause = 1

[State 12000, 11]
type = VarSet
trigger1 = Time = 0
trigger1 = IsHelper(12008)
var(1) = -8
ignorehitpause = 1

[State 12000, 12]
type = VarAdd
trigger1 = Var(1) < 32
var(1) = 1
ignorehitpause = 1

[State 12000, 13]
type = VarAdd
trigger1 = Var(1) > 31
trigger1 = Var(2) < 32
var(2) = 1
ignorehitpause = 1

[State 12000, 14]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 12000, 15]
type = HitBy
trigger1 = 1
value = SCA, AP
time = -1
ignorehitpause = 1

[State 12000, 16]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP, AT
stateno = 12001
time = -1
ignorehitpause = 1

[State 12000, 17]
type = AngleDraw
trigger1 = Var(1) > 6
trigger1 = Var(1) < 32
trigger1 = Var(2) < 1
scale = 1.24-(Var(1)*0.04),1

[State 12000, 18]
type = AngleDraw
trigger1 = Var(1) > 31
trigger1 = Var(2) < 26
scale = 0+(Var(2)*0.04),1

[State 12000, 19]
type = Hitdef
trigger1 = 1
attr = A,SA
damage = 1,1
getpower = 0,0
givepower = 0,0
animtype = Medium
hitflag = MAF
guardflag = MA
pausetime = 0,20
guard.pausetime = 0,20
sparkno = -1
guard.sparkno = -1
sparkxy = 0,0
hitsound = s2000,1
guardsound = s2000,1
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3
guard.hittime = 20
guard.ctrltime = 20
guard.velocity = -3
air.hittime = 20
air.velocity = -2,-2
airguard.velocity = -2,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
air.fall = 0
fall.recover = 0

[State 12000, 20]
type = DestroySelf
trigger1 = Time >= 300
trigger2 = MoveContact

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 杺朄峌寕僽儘僢僋徚嫀
[Statedef 12001]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 40000
ctrl = 0
sprpriority = 1

[State 12001, 1]
type = DestroySelf
trigger1 = Time > 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 儘僢僜丒僼傽儞僞僘儅暘恎弌尰
[Statedef 12100]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 2

[State 12000, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 儘僢僜丒僼傽儞僞僘儅暘恎傗傜傟徚柵
[Statedef 12101]
type     = U
movetype = H
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 105000
ctrl = 0
sprpriority = 2

[State 12101, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 12101, 2]
type = AssertSpecial
trigger1 = Time%3 = 0
flag = Invisible

[State 12101, 3]
type = PlaySnd
trigger1 = AnimTime = 0
value = s2100, 1
persistent = 0
volume = -100

[State 12101, 4]
type = DestroySelf
trigger1 = AnimTime = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 儘僢僜丒僼傽儞僞僘儅暘恎帺慠徚柵
[Statedef 12102]
type     = U
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 0
ctrl = 0
sprpriority = 2

[State 12102, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 12102, 2]
type = PlaySnd
trigger1 = Time = 0
value = s2100, 1
persistent = 0
volume = -100

[State 12102, 3]
type = DestroySelf
trigger1 = Time = 0

;伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂伂
; 僸僢僩僄僼僃僋僩
[Statedef 15000]
type     = A
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset = 0,0
anim = 15000
ctrl = 0
sprpriority = 5

[State 15000, 1]
type = AssertSpecial
trigger1 = 1
flag = NoShadow

[State 15000, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 15000, 3]
type = AngleDraw
trigger1 = 1
scale = 1,1

[State 15000, 4]
type = AngleDraw
trigger1 = Time = 0
value = -(Random%180)

[State 15000, 5]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256,256

[State 15000, 6]
type = DestroySelf
trigger1 = AnimTime = 0
