;---------------------------------------------------------------------------
[Statedef 1600]
type    = S
movetype= A
physics = S
poweradd= 0
juggle  = 8
ctrl = 0
velset = 0,0
anim = 1600
sprpriority = 3

[State 1450]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1450]
type = Playsnd
trigger1 = Time = 0
value = 440,0

[State 1450]
type = Playsnd
trigger1 = Time = 5
value = 3000,37

[State 1450]
type = NotHitBy
trigger1 = Time = 0
value = SCA, NA,SA,HA,NP,SP,HP
time = 6

[State 1200, poos]
type = Posadd
trigger1 = time = [1,2]
trigger2 = time = [4,6]
trigger3 = animtime = 0
x = 5

[State 1200, poos]
type = Posadd
trigger1 = time = 3
trigger2 = time = 7
x = 5

[State 10013, ice]
type = Explod
trigger1 = AnimElem = 3
anim = 20006
ID = 20006
postype = p1
pos = -20,5
SprPriority = 4
IgnoreHitPause = 1
Persistent = 0
BindTime = -1
RemoveTime = -1
RemoveOnGetHit = 1

[State 1100, hitdef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 60,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 41
sparkxy = -10,-50
hitsound = S3000,36
guardsound = S6,0
pausetime = 10,10
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -8
guard.velocity = -12
air.velocity = -4,-6
air.fall = 1
yaccel = .5
air.juggle = 10
palfx.time = 36
palfx.add = 30,30,60
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
forcestand = 1

[State 1450]
type = VelSet
trigger1 = AnimElemTime(6) >= 0
x = 4

[State 1450]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Heavy
air.animtype = Back
damage = 40,5
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 11,11
sparkno = 2
guard.sparkno = 42
sparkxy = -10, -50
hitsound = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -10
guard.velocity = -12
air.velocity = -2.5,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1450]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
animtype = Heavy
air.animtype = Back
damage = 30,5
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 11,11
sparkno = 2
guard.sparkno = 42
sparkxy = -10, -50
hitsound = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -10
guard.velocity = -12
air.velocity = -4,-6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
palfx.time = 50
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 176,176,170
palfx.sinadd = 126,126,120,4
air.fall = 1
fall.recover = 0
yaccel = .45
persistent = 0
getpower = 83,35
givepower = 35,35
forcestand = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1450]
type = ChangeState
trigger1 = time >= 30
value = 1605
;---------------------------------------------------------------------------
[Statedef 1605]
type = S
movetype = A
physics = S
anim = 1605
velset = 0,0
ctrl = 0

[State 1110, pos]
type = posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = f47,0

[State 1100, state]
type = Changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 0, Helper]
type = Helper ;Ԯ
trigger1 = AnimElem = 6
stateno = 18210;;statedef
pos = -10,5 ;λ
postype = p1    ;p2,front,back,left,right λ
keyctrl = 0 ;
ownpal = 0 ;ɫ
ignorehitpause = 0

[State 0, Helper]
type = Helper ;Ԯ
trigger1 = AnimElem = 4
stateno = 18200;statedef
pos = 40,5 ;λ
postype = p1    ;p2,front,back,left,right λ
keyctrl = 0 ;
ownpal = 0 ;ɫ
ignorehitpause = 0