SpoilerKod:
[Statedef 200]
type = S
physics = S
movetype = A
anim = 200
ctrl = 0
velset = 0, 0
sprpriority = 1
poweradd = 0
facep2 = 1
[State 200, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2&&random<200
value = 3,0
channel = 0
[State 200, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 2
value = 1, 1
channel = 1
[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5, 5
[State 200, Explod]
type = Explod
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(7) <= 0
anim = 4199+Cond(Random<333,1,Cond((Random<666&&Random>=333),2,0))
ID = 4200
scale = .2,.2
Pos = 15-Floor(Sin(Time/7.0*PI)*10), -15-Time*3
sprpriority = -10*(Time<=8) + 5*(Time>8)
accel = 0,-.2
vel = -Random%3
facing = 1 - 2*(Random<500)
vfacing = -1 + 2*(Random<500)
ignorehitpause = 1
ownpal = 1
[State 200, HitDef]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11) * 22 < 7, 7, fvar(11) * 22)), 0
getpower = 72 , 36
givepower = 36, 36
pausetime = 8, 8
hitsound = S2,1
guardsound = S2,0
sparkno = -1 + 0*(var(33):=8010)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=30), var(36):=-40
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 12
ground.slidetime = 12
guard.hittime = 12
air.hittime = 120
ground.velocity = -1.49
ground.cornerpush.veloff = 0
guard.velocity = -1.49
guard.cornerpush.veloff = 0
air.velocity = -1.31, -3.36
air.cornerpush.veloff = 0
yaccel = 0.58
fall = 0
fall.recover = 1
fall.recovertime = 120
c
[State 200, Helper]
type = Helper
TriggerAll = NumEnemy && NumTarget && !NumHelper(2000)
Trigger1 = MoveHit = 1
Trigger1 = (Target, MoveType = H)
helpertype = normal
name = "BurnSpark"
ID = 2000
StateNO = 2000
Facing = -1
Pos = 0,0
OwnPal = 1
Size.XScale = (Var(45)*0.1)
Size.YScale = (Var(45)*0.1)
PauseMoveTime = 999999
SuperMoveTime = 999999
Size.ShadowOffset = 9999
IgnoreHitPause = 1
[State 200, Type]
type = StateTypeSet
trigger1 = animelemtime(6) >= 0
movetype = I
[State 200, 3]
type = ChangeState
trigger1 = !Animtime
value = 0
ctrl = 1