”g–ä [State 19] type = varadd Trigger1 = 1 var(19) = -1 [State 19];ƒqƒbƒgŠÔŠu type = varset Trigger1 = root,projhittime(219) = 1 Trigger1 = var(19) < 15 var(19) = 15 [State 32] type = varset Trigger1 = var(32) = 200 var(32) = 0 [State 32] type = varadd triggerall = helper(890),var(4) = 1 trigger1 = var(32) Trigger2 = helper(890),var(0)%300 = 1 var(32) = 1 [State p] type = playsnd Trigger1 = var(32) = 1 value = 1,10 channel = 1 [State 0] type = varset triggerall = helper(890),var(4) = 1 trigger1 = var(32) = 1 trigger2 = var(32) = 0 var(0) = (30-random%81)*var(32) [State 45] type = varset triggerall = helper(890),var(4) = 1 trigger1 = var(32) = 1 trigger2 = var(32) = 0 var(45) = (-random%151)*var(32) ;--------------------- ;”g–äE’x‚P ;--------------------- [State p] type = projectile trigger1 = var(32) = [1,200] projanim = 18955+(var(32)%4>1)*(1+2*(4*var(32)*sin(Pi*(0.5+var(32)%4)*0.05)-var(45)-200>0))+10000*(var(19)>0)+5*(ceil(gametime*0.0167)%4) projid = 219 projremove = 0 projremovetime = 4 postype = p1 offset = abs(4*var(32)*cos(Pi*(0.5+var(32)%4)*0.05)+var(0)-90)-90,abs(4*var(32)*sin(Pi*(0.5+var(32)%4)*0.05)-var(45)-200)-200-pos y velocity = 4*cos(Pi*(0.5+var(32)%4)*0.05)*(1-2*(4*var(32)*cos(Pi*(0.5+var(32)%4)*0.05)+var(0)-90<0)),4*sin(Pi*(0.5+var(32)%4)*0.05)*(1-2*(4*var(32)*sin(Pi*(0.5+var(32)%4)*0.05)-var(45)-200<0)) projheightbound = -999, 999 projedgebound = 80 projstagebound = 80 projscale = 0.4,0.4 attr = A,NA animtype = Medium damage = 1,1 hitflag = MAFDP pausetime = 0,0 sparkno = s-1 hitsound = s-1 projpriority = 7 projsprpriority = 7 ground.type = high ground.slidetime = 12 ground.hittime = 12 ground.velocity = 0,0 air.velocity = 0,0 supermovetime = 200 pausemovetime = 200