
; v0 : temp ; 
; v1 : level ; Z
; v2 : power-up
; v4-5 : _b

; v10-19: temp
; fv0-5: temp


;--------------
;--- W(lv1)

[statedef 3000]
type=s
movetype=a
physics=s
anim=1005
juggle=8
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(1)=100

[state 0]
	type=nothitby
	trigger1=!time
	value=sca,na,sa,ha,np,sp,hp;**
	time=18

[state 0]
	type=playsnd
	trigger1=time=1
	value=2,2 ; [!]
	channel=0

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=4) && (roundstate=2)
	value=-1000
[state 0]
	type=helper
	trigger1=(animelem=4) && (roundstate=2) && (sysfvar(0)>0)
	id=88880
	stateno=88880
	ownpal=1
	pos=floor(16*const(size.xscale)),floor(-32*const(size.yscale))
;--------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=4) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(16*const(size.xscale)),floor(-32*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=4) && (roundstate=2)
	time=68
	length=9
	timegap=2
	framegap=4
	palbright=1,1,1
	palcontrast=128,128,128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

[state 0]
	type=hitdef
	trigger1=!time
	attr=s,ha
	damage=80,18
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	getpower=0,0
	;;-;; givepower=100,50
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=6,6
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-76
	ground.slidetime=14
	ground.hittime=21
	air.hittime=21
	;---
	ground.velocity=3.6;;<-
;op;	guard.velocity=-8.2
	air.velocity=   0,-6.2
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	forcestand=1
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510576 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-16*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3010


;--------------
;--- W(max)

[statedef 3100]
type=s
movetype=a
physics=s
anim=1005
juggle=8
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(1)=101

[state 0]
	type=nothitby
	trigger1=!time
	value=sca,na,sa,ha,np,sp,hp;**
	time=28

[state 0]
	type=playsnd
	trigger1=time=1
	value=2,2 ;[!]
	channel=0

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=4) && (roundstate=2)
	value=-2000
[state 0]
	type=helper
	trigger1=(animelem=4) && (roundstate=2) && (sysfvar(0)>0)
	id=88881
	stateno=88882
	ownpal=1
	pos=floor(16*const(size.xscale)),floor(-32*const(size.yscale))
;---------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=4) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(16*const(size.xscale)),floor(-32*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=4) && (roundstate=2)
	time=98
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,0,0
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

[state 0]
	type=posadd
	trigger1=(animelem=4,>0)
	x=6.6

[state 0]
	type=hitdef
	trigger1=!time
	attr=s,ha
	damage=80,18
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	getpower=0,0
	;;-;; givepower=100,50
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=3,3
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-76
	ground.slidetime=32
	ground.hittime=32
	air.hittime=32
	ground.velocity=0,0
	air.velocity=   0,-6
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510576 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=4,=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-16*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3010


;--------------
;--- ㏸ 1

[statedef 3010]
type=a
movetype=a
physics=n
anim=1015
velset=0,-5.2
ctrl=0

[state 0]
	type=posadd
	trigger1=!time
	x=18
[state 0]
	type=veladd
	trigger1=time<2
	y=0.82
[state 0]
	type=veladd
	trigger1=time>=2
	y=1.12
;---
[state 0]
	type=hitdef
	trigger1=!time && var(1)=100
	attr=a,ha
	damage=50,8
	animtype=heavy
	air.animtype=up
	fall.animtype=up
	air.type=low
	ground.type=high
	getpower=0,0
	;;-;; givepower=100,50
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=3,3
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	ground.slidetime=24
	ground.hittime=26
	air.hittime=26
	ground.velocity=0,0
	air.velocity=   0,-6
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=!time && var(1)=101
	attr=a,ha
	damage=60,10
	animtype=heavy
	air.animtype=up
	fall.animtype=up
	air.type=low
	ground.type=high
	getpower=0,0
	;;-;; givepower=100,50
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=3,3
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	ground.slidetime=40
	ground.hittime=42
	air.hittime=42
	ground.velocity=-2
	air.velocity=   -2,-6
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(pos y<0) && (vel y>=0)
	value=3015 ; fall


;--------------
;--- fall ; ~

[statedef 3015]
type=a
movetype=i
physics=n
anim=1020
velset=0,0
ctrl=0

[state 0]
	type=gravity
	trigger1=time>0
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=3020 ; land


;--------------
;--- land ; n

[statedef 3020]
type=s
movetype=a
physics=s
anim=1006
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=playsnd
	trigger1=time=1
	value=2,3 ;; [W!]
	channel=0
;---
[state 0]
	type=hitdef
	trigger1=!time && var(1)=100
	attr=s,ha
	damage=60,8
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	getpower=0,0
	;;-;; givepower=100,50
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=5,5
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	ground.type=low
	ground.slidetime=14
	ground.hittime=21
	air.hittime=21
	ground.velocity=3,0
	air.velocity=   0,-6
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	forcestand=1 ;; <-
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=!time && var(1)=101
	attr=s,ha
	damage=80,10
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	getpower=0,0
	;;-;; givepower=100,50
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=23,23
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	ground.type=low
	ground.slidetime=40
	ground.hittime=40
	air.hittime=40
	ground.velocity=5
	air.velocity=   5,-6
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-18*const(size.xscale)),0
	size.xscale=0.85
	size.yscale=0.85
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(22*const(size.xscale)),0
	size.xscale=-0.65
	size.yscale= 0.65

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3030

;--------------
;--- ㏸ 2

[statedef 3030]
type=a
movetype=a
physics=n
anim=1016
velset=0,0
ctrl=0

[state 0]
	type=velset
	trigger1=!time
	y=-ifelse(var(1)=100, 8.6, 12.2)
[state 0]
	type=posadd
	trigger1=!time || (animelem=3)
	x=8

[state 0]
	type=playsnd
	trigger1=!time
	value=500,1
	channel=1

[state 0]
	type=veladd
	trigger1=time<10
	y=0.36
[state 0]
	type=veladd
	trigger1=time>=10
	y=0.46

[state 0]
	type=hitdef
	trigger1=!time && var(1)=100
	attr=a,ha
	damage=50,8
	animtype=diagup
	air.animtype=diagup
	getpower=0,0
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=5,5
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-90
	ground.type=high
	ground.slidetime=18
	ground.hittime=22
	air.hittime=22
	ground.velocity=-3,-9.8
	air.velocity=   -3,-9.8
	guard.velocity= -8.2
	yaccel=0.45
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	fall=1
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510590 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=var(1)=101 && (time%2=0) && (vel y<-0.5)
	attr=a,ha
	damage=20,5
	animtype=heavy
	air.animtype=up
	fall.animtype=up
	air.type=low
	getpower=0,0
	;;-;; givepower=40,20
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=3,3
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-90
	ground.type=high
	ground.slidetime=18
	ground.hittime=22
	air.hittime=22
	ground.velocity=2*(time<5),vel y
	air.velocity=   2*(time<5),vel y
	yaccel=0.45
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	fall=1
	air.fall=1
	fall.recover=0
	;---
	id=3000
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510590 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=var(1)=101 && (pos y<0) && (vel y>=-0.5)
	attr=a,ha
	damage=20,5
	animtype=diagup
	air.animtype=diagup
	getpower=0,0
	;;-;; givepower=40,20
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=1,1
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-90
	ground.type=high
	ground.slidetime=18
	ground.hittime=22
	air.hittime=22
	ground.velocity=-0.25,-9
	air.velocity=   -0.25,-9
	yaccel=0.45
	;---
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	fall=1
	air.fall=1
	fall.recover=0
	;---
	id=3000
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510590 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;--- x
[state 0]
	type=explod
	trigger1=!time
	anim=1115
	sprpriority=2
	facing=-1
	bindtime=3
	ownpal=1
	postype=p1
	pos=floor(18*const(size.xscale)),floor(-88*const(size.yscale))
	scale=0.38*const(size.xscale),3.6*const(size.yscale)
	removeongethit=1
;---
[state 0]
	type=changestate
	trigger1=(pos y<0) && (vel y>=0)
	value=1020 ;; fall ; 






;--------------
;--- K(lv1)

[statedef 3200]
type=s
movetype=a
physics=s
anim=3200
juggle=8
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(1)=100

[state 0]
	type=nothitby
	trigger1=!time
	value=sca,na,sa,ha,np,sp,hp;**
	time=16

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(time=3) && (roundstate=2)
	value=-1000
[state 0]
	type=helper
	trigger1=(time=3) && (roundstate=2) && (sysfvar(0)>0)
	id=88880
	stateno=88880
	ownpal=1
	pos=0,floor(-80*const(size.yscale))
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(time=3) && roundstate=2 && (sysfvar(0)<=0)
	pos=0,floor(-80*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(time=3) && (roundstate=2)
	time=112
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,128,128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

;---
[state 0]
	type=varset
	trigger1=var(10)
	var(10)=0
[state 0]
	type=null
	trigger1=(animelem=3) ;;slp
	trigger1=1|| var(10):=2 || var(11):=80 || var(12):=3 || var(14):=0 || fvar(0):=0   || fvar(1):=-4
	trigger2=(animelem=6) ;;shp-c
	trigger2=1|| var(10):=1 || var(11):=55 || var(12):=3 || var(14):=2 || fvar(0):=0   || fvar(1):=-4
	trigger3=(animelem=10) ;; slk
	trigger3=1|| var(10):=2 || var(11):=80 || var(12):=3 || var(14):=1 || fvar(0):=0   || fvar(1):=-4
	trigger4=(animelem=14) ;; shk
	trigger4=1|| var(10):=2 || var(11):=100|| var(12):=3 || var(14):=3 || fvar(0):=6   || fvar(1):=-5
	trigger5=(animelem=20) ;; clk
	trigger5=1|| var(10):=1 || var(11):=6  || var(12):=3 || var(14):=1 || fvar(0):=0   || fvar(1):=-4
	trigger6=(animelem=24) ;; last
	trigger6=1|| var(10):=11|| var(11):=76 || var(12):=18|| var(14):=4 || fvar(0):=-3.8|| fvar(1):=-9
;---
;---
[state 0]
	type=playsnd
	trigger1=(time=1)||(time=12)||(animtime=0)
	value=2,(time=1)+(time=12)*5
	channel=0
; 2,1 ; [K!]
; 2,5 ; [炨炨祥]
; 2,0 ; [!]

[state 0]
	type=playsnd
	trigger1=var(10)
	value=f200,ifelse(var(14)>3,3,var(14))
	channel=1

;---
[state 0]
	type=hitdef
	trigger1=(var(10)%10=1) ;; high
	attr=c,ha
	damage=40,6
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=0,0
	guardflag=m
	hitsound=300,var(14)
	guardsound=41,0
	pausetime=var(12),var(12)
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-var(11)
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=fvar(0),fvar(1)*(var(10)>9)
	air.velocity=   fvar(0)*ifelse(var(10)>9,1,0.2),fvar(1)
	yaccel=0.45
	fall=(var(10)>9)
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 +var(11) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(var(10)%10=2) ;; low
	attr=c,ha
	damage=40,6
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	getpower=0,0
	guardflag=m
	hitsound=300,var(14)
	guardsound=41,0
	pausetime=var(12),var(12)
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-var(11)
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=fvar(0),fvar(1)*(var(10)>9)
	air.velocity=   fvar(0)*ifelse(var(10)>9,1,0.2),fvar(1)
	yaccel=0.45
	fall=(var(10)>9)
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 +var(11) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(sysfvar(0)>0)
	trigger1=(animelem=3)||(animelem=9)||(animelem=14)||(animelem=20)||(animtime=0)
	trigger1=1|| var(11):=ifelse( ((animelem=9)||(animelem=20)) ,-1,1)
	id=152040
	stateno=152040
	pos=floor(26*const(size.xscale)) *var(11) , 0
	size.xscale=-0.65*var(11)
	size.yscale= 0.65
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3210


;--------------
;--- ㏸

[statedef 3210]
type=a
movetype=a
physics=n
anim=3210
velset=0,0
ctrl=0

[state 0]
	type=velset
	trigger1=!time
	x= ifelse(var(1)=100,7,8)
	y=-ifelse(var(1)=100,13,14)
[state 0]
	type=posadd
	trigger1=!time
	x=18

[state 0]
	type=playsnd
	trigger1=time=1
	value=500,1
	channel=1

[state 0]
	type=velmul
	trigger1=(vel y<0)
	x=0.9
	y=0.925
[state 0]
	type=veladd
	trigger1=1
	y=0.2

;---
[state 0]
	type=hitdef
	trigger1=!time && ((var(1)=100 && !numtarget(3100)) || var(1)=101)
	attr=a,ha
	damage=40,10
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=0,0
	guardflag=m
	hitsound=300,4
	guardsound=41,0
	pausetime=16,16
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-90
	ground.slidetime=18
	ground.hittime=22
	air.hittime=22
	ground.velocity=-3.8,-9
	air.velocity=   -3.8,-9
	guard.velocity= -13
	yaccel=0.45
	fall=1
	air.fall=1
	fall.recover=0
	id=3000
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510590 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(pos y<0) && (vel y>=0)
	value=1020 ;; fall ; 




;--------------
;--- K(max)

[statedef 3300]
type=s
movetype=a
physics=s
anim=3300
juggle=8
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(1)=101

[state 0]
	type=nothitby
	trigger1=!time
	value=sca,na,sa,ha,np,sp,hp;**
	time=38

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(time=3) && (roundstate=2)
	value=-2000
[state 0]
	type=helper
	trigger1=(time=3) && (roundstate=2) && (sysfvar(0)>0)
	id=88881
	stateno=88882
	ownpal=1
	pos=0,floor(-80*const(size.yscale))
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(time=3) && roundstate=2 && (sysfvar(0)<=0)
	pos=0,floor(-80*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(time=3) && (roundstate=2)
	time=158
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,0,0
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

;---
[state 0]
	type=varset
	trigger1=var(10)
	var(10)=0
[state 0]
	type=null
	trigger1=(animelem=5) ;;SHP
	trigger1=1|| var(10):=2 || var(11):=35 || var(12):=3 || var(14):=2 || fvar(0):=0  || fvar(1):=-4
	trigger2=(animelem=9) ;;SLK
	trigger2=1|| var(10):=2 || var(11):=45 || var(12):=3 || var(14):=1 || fvar(0):=0  || fvar(1):=-4
	trigger3=(animelem=10) ;;SLK
	trigger3=1|| var(10):=1 || var(11):=80 || var(12):=3 || var(14):=1 || fvar(0):=0  || fvar(1):=-4
	trigger4=(animelem=14) ;;CLP
	trigger4=1|| var(10):=2 || var(11):=50 || var(12):=3 || var(14):=0 || fvar(0):=0  || fvar(1):=-4
	trigger5=(animelem=18) ;;CHP
	trigger5=1|| var(10):=2 || var(11):=25 || var(12):=3 || var(14):=2 || fvar(0):=0  || fvar(1):=-4
	trigger6=(animelem=24) ;;SHK
	trigger6=1|| var(10):=1 || var(11):=100|| var(12):=3 || var(14):=3 || fvar(0):=0  || fvar(1):=-4
	trigger7=(animelem=31) ;;CHK
	trigger7=1|| var(10):=2 || var(11):=8  || var(12):=3 || var(14):=3 || fvar(0):=0  || fvar(1):=-4
	trigger8=(animelem=34) ;;SHP
	trigger8=1|| var(10):=2 || var(11):=55 || var(12):=3 || var(14):=2 || fvar(0):=0  || fvar(1):=-4
	trigger9=(animelem=35) ;;SHP
	trigger9=1|| var(10):=1 || var(11):=45 || var(12):=3 || var(14):=2 || fvar(0):=8  || fvar(1):=-5
	trigger10=(animelem=40) ;;LAST
	trigger10=1||var(10):=11|| var(11):=80 || var(12):=16|| var(14):=4 || fvar(0):=-4 || fvar(1):=-9
;---
;---
[state 0]
	type=playsnd
	trigger1=(time=1)||(time=15)||(animtime=0)
	value=ifelse(time<16,2,4), (time=1) +(time=15)*2 +3
	channel=0
; 2,4 ; [ŋ`!]
; 2,5 ; [炨炨祥]
; 4,3 ; [Ђف[!]

[state 0]
	type=playsnd
	trigger1=var(10)
	value=f200,ifelse(var(14)>3,3,var(14))
	channel=1

;---
[state 0]
	type=hitdef
	trigger1=(var(10)%10=1) ;; high
	attr=c,ha
	damage=40,6
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=0,0
	guardflag=m
	hitsound=300,var(14)
	guardsound=41,0
	pausetime=var(12),var(12)
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-var(11)
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=fvar(0),fvar(1)*(var(10)>9)
	air.velocity=   fvar(0)*ifelse(var(10)>9,1,0.2),fvar(1)
	yaccel=0.45
	fall=(var(10)>9)
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 +var(11) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(var(10)%10=2) ;; low
	attr=c,ha
	damage=40,6
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	getpower=0,0
	guardflag=m
	hitsound=300,var(14)
	guardsound=41,0
	pausetime=var(12),var(12)
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-var(11)
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=fvar(0),fvar(1)*(var(10)>9)
	air.velocity=   fvar(0)*ifelse(var(10)>9,1,0.2),fvar(1)
	yaccel=0.45
	fall=(var(10)>9)
	air.fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 +var(11) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(sysfvar(0)>0)
	trigger1=(animelem=5)||(animelem=10)||(animelem=14)||(animelem=18)||(animelem=24)||(animelem=31)||(animelem=34)||(animtime=0)
	trigger1=1|| var(11):=ifelse(((animelem=10)||(animelem=18)||(animelem=31)||(animtime=0)),1,-1)
	id=152040
	stateno=152040
	pos=floor(26*const(size.xscale)) *var(11) , 0
	size.xscale=-0.65*var(11)
	size.yscale= 0.65
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3210






;--------------
;--- k䓹

[statedef 3400]
type=s
movetype=a
physics=s
anim=1100
juggle=8
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(1)=((command="hy1_s") && power>=2000)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(1)=(random<500 && power>=2000)
;---
[state 0]
	type=nothitby
	trigger1=!time
	value=sca,na,sa,ha,np,sp,hp;**
	time=ifelse(var(1)=0,8,16)

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(time=2) && (roundstate=2)
	value=-1000*ifelse(var(1),2,1)
[state 0]
	type=helper
	trigger1=(time=2) && (roundstate=2) && (sysfvar(0)>0)
	id=88880+var(1)
	stateno=88880+var(1)*2
	ownpal=1
	pos=floor(-20*const(size.xscale)),floor(-100*const(size.yscale))
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(time=2) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(-20*const(size.xscale)),floor(-100*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(time=2) && (roundstate=2)
	time=abs(animtime)
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,(var(1)<1)*128,(var(1)<1)*128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

;---
[state 0]
	type=playsnd
	trigger1=time=1 || (animelem=4)
	value=1,(time=1)
	channel=0
; 1,1 ; [k!]
; 1,0 ; [䓹!]

[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=500,1 ;;uV[v
	channel=1

;---
[state 0]
	type=explod
	trigger1=(animelem=2,<0)
	trigger1=1|| var(11):=-20 || var(12):=-99 || fvar(1):=0.5+(gametime%3)*0.1+var(1)*0.2 || fvar(2):=fvar(1)
	trigger2=(animelem=2,>=0) && (animelem=3,<0)
	trigger2=1|| var(11):=-27 || var(12):=-85 || fvar(1):=0.5+(gametime%3)*0.1+var(1)*0.2 || fvar(2):=fvar(1)
	trigger3=(animelem=3,>=0) && (animelem=4,<0)
	trigger3=1|| var(11):=0   || var(12):=-75 || fvar(1):=0.5+(gametime%3)*0.1+var(1)*0.2 || fvar(2):=fvar(1)
	trigger4=(animelem=4,>=0) && (animelem=4,<11) ;; - x
	trigger4=1|| var(11):=22  || var(12):=-75 || fvar(1):=2.6 || fvar(2):=(11-(animelemtime(4)))*0.03
	anim=1115
	sprpriority=3
	postype=p1
	pos=floor(var(11)*const(size.xscale)), floor(var(12)*const(size.yscale))
	scale=fvar(1)*const(size.xscale),fvar(2)*const(size.yscale)
	removetime=1
	removeongethit=1
;---
;---
[state 0]
	type=helper
	trigger1=(animelem=4) && (sysfvar(0)>0)
	id=3000
	size.height=500000+ifelse(var(1),26,20)+var(2)/10;;<-(removetime+options)
	pos=floor(50*const(size.xscale)),floor(-75*const(size.yscale))
	stateno=91000
	size.head.pos=1110,1512;;<-anim,hitanim
	size.mid.pos=ifelse(var(1),5000,3500),0;;<-speed_x,y(1/1000)
	size.ground.front=ifelse(var(1),7,4)*1000+9;;<-max_hits/miss_time
	size.ground.back=600010;;<-damage hit/guard
	size.air.front=620560;; <vel_x,y_hit
	size.air.back= 640530;; <vel_x,y_guard
	size.shadowoffset=13;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=1.125
	size.yscale=1.125

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0 +(var(2):=0)
	ctrl=1




;--------------
;--- `(max2)

[statedef 3600]
type=s
movetype=i
physics=s
anim=3000
velset=0,0
ctrl=0
facep2=1

;-[hpe]---------
[state 0]
	type=helper
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88883
	ownpal=1
	pos=floor(-27*const(size.xscale)),floor(-80*const(size.yscale))
;--------------
[state 0]
	type=helper
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)>0)
	trigger1=!numhelper(88870)
	id=88870
	stateno=88870;max2bg
	size.height=5
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(-27*const(size.xscale)),floor(-80*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=turn
	triggerall=numenemy
	triggerall=facing=enemynear,facing
	trigger1=(animelem=6)||(animelem=11)||(animelem=25)||(animelem=30)||(animelem=63)
	trigger2=(animelem=70)||(animelem=80)||(animelem=86)||(animelem=100)
[state 0]
	type=turn
	trigger1=(animelem=7)||(animelem=26)||(animelem=66)||(animelem=82)
	trigger1=command="holdback"
;---
; jump
[state 0]
	type=statetypeset
	trigger1=(animelem=38) || (animelem=50)
	statetype=a
	physics=n
[state 0]
	type=statetypeset
	trigger1=(animelem=47) || (animelem=60)
	statetype=s
	physics=s
[state 0]
	type=posadd
	trigger1=(animelem=38) || (animelem=50)
	y=-2
[state 0]
	type=posset
	trigger1=(animelem=47) || (animelem=60)
	y=0
;---
[state 0]
	type=varset
	trigger1=var(10)
	var(10)=0
[state 0]
	type=varset
	trigger1=((animelem=7,>=0) && (animelem=11,<0)) || ((animelem=26,>=0) && (animelem=30,<0))
	trigger2=((animelem=66,>=0) && (animelem=70,<0)) || ((animelem=82,>=0) && (animelem=86,<0))
	var(10)=1

[state 0]
	type=posadd
	trigger1=var(10)
	x=5
[state 0]
	type=playerpush
	trigger1=var(10)
	value=0
[state 0]
	type=nothitby
	trigger1=(animelem=7,<0) || var(10)
	value=sca,na,sa,ha,np,sp,hp;**
	time=1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=6)||(animelem=25)||(animelem=65)||(animelem=81)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-16*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65
;---
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	trigger1=1|| var(12):=2 || var(13):=2 ;; [!]
	trigger2=(animelem=11)
	trigger2=1|| var(12):=4 || var(13):=0 ;; [Ȃ߂񂶂ˁ[!]
	trigger3=(animelem=33)
	trigger3=1|| var(12):=4 || var(13):=4 ;; [炨!]
	trigger4=(animelem=74)
	trigger4=1|| var(12):=4 || var(13):=2 ;; [!]
	trigger5=(animelem=91)
	trigger5=1|| var(12):=4 || var(13):=1 ;; [ǂ~Q!]
	value=var(12),var(13) 
	channel=0

;---
; GW
[state 0]
	type=varadd
	trigger1=1
	var(2)=2

[state 0]
	type=changestate
	trigger1=animtime=0
	value=3601

;--------------
[statedef 3601]
type=a
movetype=i
physics=n
anim=3001
velset=3,-7.6
ctrl=0

[state 0]
	type=playerpush
	trigger1=(pos y<0)
	value=0
[state 0]
	type=gravity
	trigger1=1

[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=4,3 ; [Ђف[!]
	channel=0

;--- GW
[state 0]
	type=varadd
	trigger1=1
	var(2)=2

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=3602


;--------------
;--- ` / _bB

[statedef 3602]
type=s
movetype=i
physics=s
anim=3002
velset=0,0
ctrl=0
;---
[state 0]
	type=posset
	trigger1=!time
	trigger1=1|| var(4):=0 || var(5):=0
	y=0
;---
[state 0]
	type=nothitby
	trigger1=1
	value=sca,na,sa,ha,np,sp,hp;**
	time=1
;---
[state 0]
	type=explod
	trigger1=(animelem=6,=6)
	anim=1640
	sprpriority=7
	postype=p1
	ownpal=1
	pos=floor(-7*const(size.xscale)),floor(-96*const(size.yscale))
	scale=const(size.xscale),const(size.yscale)
	removeongethit=1
;---
[state 0]
	type=playsnd
	trigger1=(animelem=6,=8)
	value=6,5 ; [[]T!]
	channel=0

;--- GW
[state 0]
	type=powerset
	trigger1=(animelem=6,=8)
	value=powermax +(var(2):=var(2)+500)*0
;---
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1






;--------------
;--- _b(max2)

[statedef 3700]
type=s
movetype=a
physics=s
anim=3700
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=5,0 ; [`Ă邺!]
	channel=0

;-[hpe]---------
[state 0]
	type=helper
	trigger1=(animelem=5) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88883
	pos=floor(50*const(size.xscale)),floor(-88*const(size.yscale))
;--------------
[state 0]
	type=helper
	trigger1=(animelem=5) && roundstate=2 && (sysfvar(0)>0)
	trigger1=!numhelper(88870)
	id=88870
	stateno=88870;max2bg
	size.height=3
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=5) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(50*const(size.xscale)),floor(-88*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=varset
	trigger1=animtime=0
	var(4)=1
[state 0]
	type=varset
	trigger1=animtime=0
	var(5)=600 ;; time ; 
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------
;--- 

[statedef 3710]
type=s
movetype=a
physics=s
anim=3710
poweradd=0
velset=0,0
ctrl=0
facep2=1
;---
;---
; 4,0;uȂ߂񂶂ˁ[Iv
; 4,1;uǂǂIv
; 4,2;u[Iv
; 4,3; [ف[!]
; 4,4; [[I[!]
; 6,0;uyIv
; 6,1;u܂Iv
; 6,2;uꂪv
; 6,6;u]Tv
;---
[state 0]
	type=playsnd
	trigger1=time=2
	value=(gametime%2)*2+4, ifelse((gametime%2), ifelse((gametime%4=3), 6, (gametime%3)), (gametime%5))
	channel=0
[state 0]
	type=playsnd
	trigger1=time=4
	value=f200,2
	channel=1
;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=s,ha
	damage=10,0
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	guardflag=-1
	hitsound=300,4
	guardsound=41,0
	pausetime=16,16
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-82
	ground.type=high
	air.type=low
	ground.slidetime=12
	ground.hittime=12
	air.hittime=12
	ground.velocity=-1,-9.6
	air.velocity=   -1,-9.6
	guard.velocity= -6
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	id=8200
	kill=0
	givepower=200,200
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510582 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------
;--- Ⴊ

[statedef 3720]
type=c
movetype=a
physics=c
anim=3720
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2
	value=(gametime%2)*2+4, ifelse((gametime%2), ifelse((gametime%4=3), 6, (gametime%3)), (gametime%5))
	channel=0
[state 0]
	type=playsnd
	trigger1=time=4
	value=f200,2
	channel=1
;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=c,ha
	damage=10,0
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	guardflag=-1
	hitsound=300,4
	guardsound=41,0
	pausetime=13,13
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-64
	ground.type=high
	air.type=low
	ground.slidetime=12
	ground.hittime=12
	air.hittime=12
	ground.velocity=-1,-7.8
	air.velocity=   -1,-7.8
	guard.velocity= -5
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	id=8200
	kill=0
	givepower=200,200
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510564 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;--------------
;--- Wv

[statedef 3730]
type=a
movetype=a
physics=a
anim=3730
poweradd=0
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2
	value=(gametime%2)*2+4, ifelse((gametime%2), ifelse((gametime%4=3), 6, (gametime%3)), (gametime%5))
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,2
	channel=1
;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=a,ha
	damage=10,0
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	guardflag=-1
	hitsound=300,4
	guardsound=41,0
	pausetime=13,13
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-100
	ground.type=high
	air.type=low
	ground.slidetime=12
	ground.hittime=12
	air.hittime=12
	ground.velocity=-1,-9
	air.velocity=   -1,-9
	guard.velocity= -4
	getpower=0,0
	fall=1
	air.fall=1
	fall.recover=0
	id=8200
	kill=0
	givepower=200,200
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510600 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	movetype=i





;--------------
;--- ŋE(max2)

[statedef 3800]
type=s
movetype=a
physics=s
anim=3800
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=nothitby
	trigger1=(animelem=4,<0)
	value=sca
	time=8
[state 0]
	type=playsnd
	trigger1=time=1
	value=2,2 ; [!]
	channel=0

;-[hpe]---------
[state 0]
	type=helper
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)>0)
	id=88881
	stateno=88883
	pos=floor(27*const(size.xscale)),floor(-79*const(size.yscale))
;--------------
[state 0]
	type=helper
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)>0)
	trigger1=!numhelper(88870)
	id=88870
	stateno=88870;max2bg
	size.height=1
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=3) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(27*const(size.xscale)),floor(-79*const(size.yscale))
	anim=100
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(animelem=3) && roundstate=2
	time=abs(animtime)+26
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,0,0
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

[state 0]
	type=velset
	trigger1=(animelem=4,>=0)
	x=4.88

[state 0]
	type=attackdist
	trigger1=1
	value=0

[state 0]
	type=hitdef
	trigger1=!time
	id=3800
	attr=s,ht
	hitflag=m-
	priority=7,miss
	sparkno=(var(31):=-1)
	hitsound=-1
	pausetime=0,0
	p1facing=1
	p2facing=1
	p1stateno=3820
	p2stateno=3825
	damage=0,0
	hitonce=1

;---
[state 0] ; ()
	type=playsnd
	trigger1=(animelem=5)||(animelem=8)
	value=f100,0
	channel=1

[state 0]
	type=changestate
	trigger1=time>48
	value=3830


;--------------
; p1 state

[statedef 3820]
type=s
movetype=a
physics=s
anim=3820
poweradd=0
velset=0,0
ctrl=0

[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=width
	trigger1=1
	edge=15,50

[state 0]
	type=targetbind
	trigger1=!time
	pos=28,0

;---
[state 0] ; grab_spark
	type=helper
	trigger1=(time=1) && (sysfvar(0)>0)
	id=152080
	stateno=152080
	postype=p1
	pos=floor(33*const(size.xscale)),floor(-67*const(size.yscale))
	size.xscale=1.5 ;w
	size.yscale=1.5 ;h
	size.height=102 ;type
	persistent=0
;---

[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=4,0 ; [Ȃ߂񂶂ˁ[!]
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,3
	channel=1

[state 0]
	type=hitdef
	trigger1=!time
	attr=s,ha
	damage=500,50
	animtype=diagup
	air.animtype=diagup
	air.type=low
	ground.type=low
;ex;	hitflag=ma
	pausetime=56,12
	sparkno=-1
	hitsound=300,4
	guardsound=41,0
	guard.slidetime=16
	ground.hittime=23
	air.hittime=23
	ground.velocity=-5,-8.2
	air.velocity=   -5,-8.2
	guard.velocity= -12
	airguard.velocity=-5,-4
	fall=1
	air.fall=1
	fall.recover=0

;---
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	keyctrl=0
	id=159005
	stateno=159005
	size.height=5

;--- explosion
[state 0] ; explosion
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	pos=floor(32*const(size.xscale)),floor(-68*const(size.yscale))
	id=152220
	stateno=152220
	size.xscale=0.85
	size.yscale=0.85
	ignorehitpause=1
	persistent=0
;---
[state 0] ; explosion
	type=playsnd
	trigger1=(animelem=5)
	value=f10200,3
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=500,2
;---
[state 0]
	type=afterimagetime
	trigger1=(animelem=6)
	time=0
[state 0]
	type=changestate
	trigger1=(animelem=6)
	value=3830


;--------------
; p2 state

[statedef 3825]
type=s
movetype=h
physics=s
velset=0,0
poweradd=0
ctrl=0

[state 0]
	type=afterimagetime
	trigger1=!time
	time=0

; use self anime 1st frame
[state 0]
	type=changeanim
	trigger1=(!time) || (animelem=2,>=0)
	value=5000

[state 0]
	type=nothitby
	trigger1=time<46
	value=sca
	time=1
[state 0]
	type=playerpush
	trigger1=1
	value=0

[state 0]
	type=selfstate
	trigger1=time>60
	value=0
	ctrl=1


;--------------
; P1-Hit_On_Ground

[statedef 3830]
type=s
movetype=i
physics=s
poweradd=0
velset=0,0
ctrl=0

[state 0]
	type=changeanim
	trigger1=!time
	value=3820
	elem=5
;---
;--- op-> no-ko & mod-life
[state 0]
	type=null
	trigger1=(animelem=9) && roundstate=2 && !ishelper
	trigger1=(sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
	trigger1=playerid(floor(sysfvar(0))),var(0)=90900
	trigger1=1|| playerid(floor(sysfvar(0))),cond(1, var(9):= (var(9)|196608) ,0)

;---
[state 0]
	type=lifeadd
	trigger1=(animelem=9) && roundstate=2
;;	value=-lifemax/2 ;; (50%)
	value=-lifemax/2+var(2)
	kill=0
[state 0]
	type=playsnd
	trigger1=(animelem=9)
	value=3,4 ; [[!]
	channel=0
;---
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=9) && (sysfvar(0)>0)
	keyctrl=0
	id=159005
	stateno=159005
	size.height=6

;---
[state 0]
	type=afterimagetime
	trigger1=(animelem=9)
	time=0
[state 0]
	type=selfstate
	trigger1=animtime=0
	value=0
	ctrl=1





;[EOF]
