;Pretty kick
[Statedef 1040]
type = A
movetype= A
physics = N
juggle = 2
anim = 1600
ctrl = 0
sprpriority = 2
[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 2,12
channel = 3
;volumescale = 200
[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50
[State 0, ex]
type = Explod
trigger1 = time = 0
ID = 1400
anim = 888
removetime = 90
ignorehitpause = 1
[State ]
type = Hitdef
triggerall = !movecontact && animelem = 4
trigger1 = !movecontact
damage = 120,20
pausetime = 1,6
attr = S,SA
guardflag = M
animtype = high
air.animtype = back
priority = 4, hit
sparkno = -1
guard.sparkno = -1
sparkxy = 0, 0
hitsound = 5,106
guardsound = 5,14
ground.type = high
air.type = high
ground.slidetime = 12
ground.hittime = 20
ground.hittime = 16
ground.velocity = 0, 0
guard.velocity = -4
air.velocity = -5, -3
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
yaccel = .5
air.fall = 1
fall.recover = 0
fall.xvelocity = 0
fall.yvelocity = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
forcestand = 1
[State 1000, 7]
type = playsnd
trigger1 = time = 0
value = 4,16
volumescale = 120
channel = -1
[State 0, VelAdd]
type = VelAdd
trigger1 = anim = 1600 && animelem = 2
x = 5
[State 0, VelAdd]
type = VelAdd
trigger1 = movehit
x = 0
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1041
ctrl = 1
[Statedef 1041]
type = A
movetype= A
physics = N
juggle = 2
anim = 1601
ctrl = 0
sprpriority = 2
[State 1300, sonido]
type = Playsnd
trigger1 = animelem = 2
;trigger1 = var(25) > 0
value = 4,10
channel = 3
[State ]
type = Helper
trigger1 = movehit
ID = 27
stateno = 27
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 1200, ZappySound]
type = PlaySnd
trigger1 = time = 0
value = f5, 153
volumescale = 50
[State 240, 2]
type = HitDef
trigger1 = !movecontact && animelem = 4
attr = S, NA
animtype = Back
damage = 150, 20
guardflag = HL
hitflag = MAF
pausetime = 6,2
sparkno = -1
;sparkxy = -55,-95
guard.sparkno = -1
hitsound = 5,21
guardsound = 5,14
ground.type = High
ground.slidetime = 30
p2facing = 1
guard.ctrltime = 20
guard.slidetime = 20
ground.hittime = 30
ground.velocity = -4,-8
air.velocity = -4,-8
air.hittime = 17
ground.cornerpush.veloff = -35
fall.recover = 0
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
yaccel = 0.5
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
priority = 1, Miss
;[State 0, VelAdd]
;type = VelSet
;trigger1 = anim = 1441 && animelem = 1
;x = 5
[State 0, TargetVelSet]
type = Targetstate
trigger1 = moveguarded
value = 1301
persistent = 0
[State 0, VelAdd]
type = VelSet
trigger1 = anim = 1601 && animelem = 5
x = 0
[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===================================================