;---------------------------------------------------------------------------
;(HELPER)
[Statedef 3225]
type = A
ctrl = 0
anim = 3225
velset = 0,0
movetype = A
physics = N
sprpriority = 5
[State 1100, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 5
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
attr = S, SA
damage = ceil(ifElse(fvar(11) * 20 < 7, 7, fvar(11) * 20)), 7
priority = 9999, hit
animtype = Hard
getpower = 0 * !var(20), 0 * !var(20)
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,6
guardsound = S130,0
pausetime = 0,0
guard.pausetime = 2,3
sparkNo = -1
guard.sparkNo = -1
air.animtype = Back
fall.animtype = Back
ground.type = high
air.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = -4,-7.2
air.velocity = -4.5,-7.2
guard.velocity = -5
airguard.velocity = -3.5, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
fall.recover = 0
forcestand = 1
kill = 0
palfx.time =32
palfx.mul = 100,120,80
palfx.sinadd = 93,115,68,16
palfx.add = -30,-20,-50
[State 1100, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 5
trigger4 = animelem = 9
attr = S, SA
damage = ceil(ifElse(fvar(11) * 30 < 7, 7, fvar(11) * 30)), 7
priority = 9999, hit
animtype = Diagup
getpower = 0 * !var(20), 0 * !var(20)
givepower = 35, 35
guardflag = M
hitflag = MAF
hitsound = S2,6
guardsound = S130,0
pausetime = 0,0
guard.pausetime = 2,3
sparkNo = -1
guard.sparkNo = -1
air.animtype = Back
fall.animtype = Back
ground.type = high
air.type = high
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 18
ground.velocity = -8,-9.5
guard.velocity = -10
air.velocity = -8,-9.5
airguard.velocity = -3.5, -3
airguard.ctrlTime = 16
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
fall.recover = 0
forcestand = 1
palfx.time =32
palfx.mul = 100,120,80
palfx.sinadd = 93,115,68,16
palfx.add = -30,-20,-50
[State 1005, HitSpark]
type=Helper
trigger1=movecontact=1 && numtarget
trigger1=(enemynear, movetype=H) && !(target, time)
helperType=Normal
stateNo=ifElse(MoveGuarded, 8001, 8080)
ID=8080
name="Spark"
pos = (target, const(size.ground.front) +65), -75
facing=-1
ownPal=0
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535
ignoreHitPause=1
persistent=1
[state a]
type = targetstate
trigger1 = movehit = 1
trigger1 = animelem = 9,<0
value = 3216
[state a]
type = destroyself
trigger1 = animtime = 0