; B - 1
[Statedef 300]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 300
poweradd = 100
velset = 0,0
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 3
[State 0, PlaySnd]
type = PlaySnd
triggerall = random < 350
trigger1 = time = 0
value = S0,3
volumescale = 299
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S5,6
volume = 50
[State 200, 1]
type = HitDef
triggerall = !movecontact
trigger1 = 1
attr = A, NA
animtype = medium
damage = 15
guardflag = MA
pausetime = 20,6
sparkno = -1
guard.sparkno = s7000
sparkxy = -8,-25
hitsound = S1,6
guardsound = S4,1
ground.type = High
ground.slidetime = 16
ground.hittime = 15
ground.velocity = -10
air.velocity = -5,-2
Fall = 0
Envshake.time = 5
[State 210, Spark CVS]
type = Explod
triggerall = Numexplod(7001) = 0
trigger1 = Movehit = 1
anim = 7010
ID = 7001
postype = P2
pos = 0,-20
facing = -1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = .3*Helper(999999),Fvar(16),.3*Helper(999999),Fvar(16)
removeongethit = 1
ontop = 1
supermovetime = 999
ignorehitpause = 1
[State 200, End]
type = ChangeState
Triggerall = movecontact
trigger1 = ailevel = 0 && command = "b"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 101)
value = 310
[State 200, End]
type = ChangeState
Triggerall = movecontact
trigger1 = ailevel = 0 && command = "c"
trigger2 = roundstate = 2 && ailevel > 0 && random < (ailevel * 20)
value = 400
[State 200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1