;Exseal direction change

[Statedef 780]

type = S

physics = N

movetype = A

anim = 6000

ctrl = 0

velset = 0, 0

sprpriority = 4

[State 0,]

type = Afterimage

trigger1 = !time

time = -1

framegap = 2

length = 5

palbright = 5,0,0

palcontrast = 150,0,0

paladd = 50,-1,-1

trans= add

[State 0,]

type = Assertspecial

trigger1 = 1

flag = noshadow

ignorehitpause = 1

persistent = 1

[State ]

type = AngleDraw

trigger1 = 1

trigger1 = p2dist x <= 0

value = (((atan(-1*vel y)/vel x))*(360/2*pi)) + 180

[State ]

type = AngleDraw

trigger1 = 1

trigger1 = p2dist x > 0

value = (((atan(-1*vel y)/vel x))*(360/2*pi))

[State ]

type = Velset

trigger1 = !time

trigger1 = (p2dist x -(abs(enemynear,const(size.mid.pos.x))))> 50

x = (p2dist X - (abs(enemynear,const(size.mid.pos.x))))/4

[State ]

type = Velset

trigger1 = !time

trigger1 = (p2dist x -(abs(enemynear,const(size.mid.pos.x))))<= 50

x = (p2dist X - (abs(enemynear,const(size.mid.pos.x))))/2

[State ]

type = Velset

trigger1 = !time

trigger1 = enemynear,statetype != L || enemynear,statetype != C

trigger1 = (p2dist y -(abs(enemynear,const(size.mid.pos.y))))> 50

y = (p2dist Y - (abs(enemynear,const(size.mid.pos.y))))/9

[State ]

type = Velset

trigger1 = !time

trigger1 = enemynear,statetype = L || enemynear,statetype = C

trigger1 = p2dist y > 50

y = (p2dist Y)/9

[State ]

type = Velset

trigger1 = !time

trigger1 = enemynear,statetype != L || enemynear,statetype != C

trigger1 = (p2dist y -(abs(enemynear,const(size.mid.pos.y))))<= 50

y = (p2dist Y - (abs(enemynear,const(size.mid.pos.y))))/2

[State ]

type = Velset

trigger1 = !time

trigger1 = enemynear,statetype = L || enemynear,statetype = C

trigger1 = p2dist y <= 50

y = (p2dist Y)/2

[State 1350, Assert]

type = trans

trigger1 = 1

trans = addalpha

alpha = 256, 256

ignorehitpause = 1

[State 1350, Hit]

type = hitdef

trigger1 = !movecontact

priority = 4, Hit

attr = S, SP

damage = 45, 7

animtype = Hard

hitflag = MAFD

guardflag = MA

pausetime = 0, 5

sparkno = 3

sparkxy = -10, 0

hitsound = S5,7

guardsound = S6, 0

ground.type = high

ground.slidetime = 16

ground.hittime = 35

ground.velocity = 0, -6.5

ground.cornerpush.veloff = 0

air.velocity = 0, -5

fall = 1

fall.recovertime = 50

getpower = 43, 22

givepower = 36, 36

airguard.ctrltime = 16

airguard.velocity = -4, -1.5

[State 200, 2]

type = varset

trigger1 = Movecontact = 1

var(1) = 1

ignorehitpause = 1

[State 1350, End]

type = destroyself

trigger1 = root,movetype = H

trigger2 = root,stateno != [705,730]