;Shield
[Statedef 1100]
type = S
movetype= I
physics = S
juggle = 4
poweradd= 110
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2
[State 100, 5]
type = PlaySnd
trigger1 = AnimElem = 2
channel = 2
value = 1400,3
[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1102
sprpriority = 3
postype = p1
pos = -20,-90
scale = .75,.75
bindtime = -1
ownpal = 1
id = 1100
name = "Bubble"
persistent = 0
[State 1100, Explod]
type = Explod
trigger1 = AnimElem = 1
anim = 1102
sprpriority = 3
postype = p1
pos = 20,-80
scale = .6,.6
bindtime = -1
ownpal = 1
id = 1100
name = "Bubble"
persistent = 0
[State 1100, 1]
type = PlaySnd
trigger1 = Time = 3
value = 1100, 0
[State 1100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = -1
[State 1100, 2] ;Shield
type = Helper
trigger1 = Time = 4
ID = 1101
name = "Shield"
pos = 0,0
stateno = 1101
ownpal = 1
[State 1100, 3]
type = ChangeState
triggerall = !var(49)
trigger1 = time = 45 ;AnimTime = 0
value = 0
ctrl = 1
[State 1100, 3]
type = ChangeState
triggerall = var(49)
trigger1 = time = 45 ;AnimTime = 0
value = 1702
ctrl = 1
;---------------------------------------------------------------------------
; Shield (Shield2)
[Statedef 1101]
type = S
movetype= A
physics = N
velset = 0,0
anim = 1101
ctrl = 0
sprpriority = 2
[State 1101, 1]
type = BindtoParent
trigger1 = 1
pos = 0,-80
[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S10,10
volume = 0
channel = -1
freqmul = 1.0
loop = 0
pan = 0
[State 1101, 1]
type = PalFX
trigger1 = Time = 0
;add = 0,0,240
add = 0,500,500
mul = 256,256,256
color = 256
invertall = 0
persistent = 2
time = -1
[State 1101, 2]
type = HitOverride
trigger1 = Anim = 1101
trigger1 = AnimTime = 0
trigger2 = 1
attr = SCA, AA, AT, AP
stateno = 1102
time = -1
[State 1101, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = -1
[State 1101, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 1102
[State 1101, 5]
type = HitDef
trigger1 = Anim = 1102
trigger1 = MoveContact = 0
trigger2 = Time % 15 = 0
attr = S, SP
ID = 1101
damage = 50,2
getpower = 60
givepower = 40
guardflag = MA
pausetime = 0,8
sparkno = S4023
guard.sparkno = S4023
sparkxy = -floor(P2Dist X)+75,-60
hitsound = S5,7
guardsound = S6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4, -4
airguard.velocity = -4.5
air.velocity = -3.5,-5.5
air.juggle = 3
fall = -1
[State 1101, 6]
type = ChangeState
trigger1 = MoveHit
value = 1102
[State 1101, 7]
type = DestroySelf
trigger1 = Time = 45
;---------------------------------------------------------------------------
;Shield (Shield Hit)
[Statedef 1102]
velset = 0,0
[State 1102, 1]
type = BindtoParent
trigger1 = 1
pos = 0,-80
[State 1101, 3]
type = DestroySelf
trigger1 = Time = 10