;Super Laser Eyes
[StateDef 3006]
type = S
physics = N
moveType = A
ctrl = 0
anim = 3007
sprPriority = 3
[state 1000]
type = bindtoroot
trigger1 = 1
pos = -2,-40
[State 1035, VarAdd]
type = VarAdd
trigger1 = !Time
var(2) = 1
[State 3055, Anim]
type = changeanim
trigger1 = !time && !prevstateno
value = 3007
[State 1035, Counter Flag]
type = VarSet
trigger1 = NumEnemy
trigger1 = moveContact != 1
var(9) = (EnemyNear, MoveType = A)
[State 1035, Dampener]
type = VarSet
trigger1 = 1
fvar(11) = (Root, fvar(10)) * ifElse(var(9), 1.2, 1)
[State 1035, Transparency]
type = Trans
trigger1 = 1
trans = AddAlpha
alpha = 256, 256
ignoreHitPause = 1
[State 1035, Miss]
type = HitDef
trigger1 = 1
attr = S,SP
hitFlag =
sparkXY = -10,0
[State 1035, Hit 1]
type = HitDef
triggerall = !(Root, var(16)) && (Root, var(15) < 1 || Root, var(20))
trigger1 = var(2) <= 19
attr = S, SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 7 < 7, 7, fvar(11) * 7)), 1
getPower = 0, 0
givePower = 36, 36
pauseTime = 0,0
guard.pauseTime = 0,0
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -10.52, 0
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 22 + ifElse(var(20), 6, 12)
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
[State 1035, Hit 2]
type = HitDef
trigger1 = !(Root, var(16)) && (Root, var(15) < 1 || Root, var(20))
trigger1 = animelem = 23
attr = S, SP
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 10 < 7, 7, fvar(11) * 10)), 8
getPower = 0, 0
givePower = 36, 36
pauseTime = 0,0
guard.pauseTime = 0,0
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 60
airGuard.ctrlTime = 16
ground.velocity = -5.40, -5.25
ground.cornerPush.velOff = 0
guard.velocity = -10.52
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
airGuard.velocity = -5, 0
airGuard.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
air.fall = 1
fall.recover = 1
fall.recoverTime = 22 + ifElse(var(20), 6, 12)
forceStand = 1
hitSound = -1
guardSound = -1
sparkNo = -1
guard.SparkNo = -1
sparkXY = -10, -32
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
sprPriority = 3
[State 1035, HitSound]
type = PlaySnd
trigger1 = movehit && numtarget
trigger1 = !(target, time) && target, movetype = H
value = ifElse(MoveGuarded, 130, 1000), ifElse(MoveGuarded, 0, 18)
channel = 3
persistent = 0
ignorehitPause = 1
[State 1035, HitSpark]
type = Helper
trigger1 = movecontact && numtarget
trigger1 = (target, movetype = H) && !(target, time)
helperType = Normal
stateNo = ifElse(MoveGuarded, 8001, 8020)
ID = 8000
name = "Spark"
posType = P1
pos = ceil(p2dist X),-30
facing = -1
ownPal = 1
size.xScale = 1
size.yScale = 1
pauseMoveTime = 65535
superMoveTime = 65535
persistent = 0
ignoreHitPause = 1
[State 1035, Counter FX]
type = Helper
trigger1 = MoveContact = 1 && NumTarget && var(9)
trigger1 = !(Target, HitShakeOver)
helperType = Normal
stateNo = 8290
ID = 8290
name = "Counter FX"
posType = P1
pos = ceil(p2dist X),-30
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
persistent = 0
ignoreHitPause = 1
[State 1006, HitCount]
type = ParentVarAdd
trigger1 = !Time
trigger1 = MoveContact && NumTarget
var(13) = 1
persistent = 0
[State 1006, Juggle Points]
type = ParentVarAdd
trigger1 = !Time
trigger1 = MoveContact && NumTarget
var(15) = 1
persistent = 0
[State 1006, ProjContact]
type = VarSet
trigger1 = MoveContact && NumTarget
var(18) = 1
persistent = 0
[State 1006, ProjContact]
type = ParentVarSet
trigger1 = MoveContact && NumTarget
trigger1 = Root, StateNo = 3005
var(18) = 1
persistent = 0
[State 1035, ChangeState]
type = ChangeState
trigger1 = MoveReversed
value = 1018
ignoreHitPause = 1
[State 1035, ChangeState]
type = ChangeState
trigger1 = animelem = 24
value = 1018
ignoreHitPause = 1
[State 1035, End]
type = DestroySelf
trigger1 = root, stateno != 3005