;-----------------------------------------------------------------
;Shield Boomerang
[Statedef 2700]
movetype = A
anim = 2700
sprpriority = 3
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 5
[State 0, VelSet]
type = VelSet
trigger1 = time = 30
x = -vel X
[State 0, VelSet]
type = VelSet
trigger1 = time > 30
Trigger1 = parent, pos y < pos y
y = parentdist y / (parentdist x / abs(vel x))
[State 0, VelSet]
type = VelSet
trigger1 = time > 30
Trigger1 = parent, pos y > pos y
y = -(parentdist y / (parentdist x / abs(vel x)))
[State 0, HitDef]
type = HitDef
trigger1 = time = 0
attr = SCA,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = medium ;light,medium,hard,back,up,diagup
damage = 30,0
pausetime = 0 ,0
;sparkno = S3000
;guard.sparkno = S3100
;sparkxy = 0,0
hitsound = S5,0
guardsound = S6,0
ground.type = High ;Low,Trip,None
air.type = High
ground.slidetime = 15
ground.hittime = 15
air.hittime = 15
ground.velocity = -5,0
air.velocity = -5,0
[State 1005, 3]
type = changestate
trigger1 = parentdist X = [-10,10]
value = 2701