
; special

;---------------
; reppu / hado
; 󕗌

[statedef 1000]
type=s
movetype=a
physics=s
anim=1000
sprpriority=2
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp1", 0, 1)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=((movecontact && random<500) || random<250)

;---
[state 0]
	type=changeanim
	trigger1=!time && var(5)
	value=1001
;---
[state 0]
	type=playsnd
	trigger1=time=2
	value=0,ifelse(var(5),11,10)
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3) || ((animelem=6)&&var(5))
	value=1,0 ;; ex
	channel=1

;---
[state 0]
	type=projectile
	trigger1=(animelem=2) || ((animelem=7)&&var(5))
	projanim=ifelse((anim=1001)&&(animelem=7), 1003, 1002)
	projsprpriority=ifelse((animelem=7)&&var(5), -2, 3)
	postype=p1
	offset=floor(6*const(size.xscale)), floor(-52*const(size.yscale))
	projedgebound=800
	projstagebound=800
	projscale=const(size.yscale)*1.15,const(size.yscale)*1.15
	projremovetime=ifelse((animelem=7)&&var(5), 9, 12)
	ownpal=1

;---
[state 0]
	type=helper
	trigger1=( (animelem=3) || ((animelem=7)&&var(5)) ) && (sysfvar(0)>0)
	id=1000
	size.height=ifelse((animelem=3)&&var(5), 20, 222);;<-(removetime+options)
	pos=floor(ifelse((animelem=3)&&var(5), 76, 50)*const(size.xscale)),0
	stateno=91000
	size.head.pos=1005,1006;;<-anim,hitanim
	size.mid.pos=ifelse((animelem=3)&&var(5), 0, 5+var(5))*1000,0;;<-speed_x,y(1/1000)
	size.ground.front=1009;;<-max_hits/miss_time
	size.ground.back=800010;;<-damage hit/guard
	size.air.front=600550;; <vel_x,y_hit
	size.air.back= 620530;; <vel_x,y_guard
	size.shadowoffset=2;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=ifelse(var(5),1.5,1)
	size.yscale=ifelse(var(5),1.5,1)
;---
[state 0]
	type=projectile
	trigger1=( (animelem=3) || ((animelem=7)&&var(5)) ) && (sysfvar(0)<=0)
	projid=91000
	projanim=1005
	projhitanim=1006
	projpriority=1
	projsprpriority=3
	projscale=ifelse(var(5),1.5,1),ifelse(var(5),1.5,1)
	projremovetime=ifelse((animelem=3)&&var(5), 20, 222)
	projhits=1
	offset=floor(ifelse((animelem=3)&&var(5), 76, 50)*const(size.xscale)),0
	velocity=ifelse((animelem=3)&&var(5), 0, 5+var(5)), 0
	attr=s,sp
	damage=80,10
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=9,10
	sparkno=3
	guard.sparkno =41
	hitsound=5,4
	guardsound=6,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-9
	air.velocity=   -5,-4
	guard.velocity= -11
	air.juggle=8
	getpower=0,0
	fall=0
	air.fall=1
	fall.recover=0

;---
[state 0]
	type=statetypeset
	trigger1=((animelem=3)&&!var(5)) || ((animelem=7)&&var(5))
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;---------------
; shippu / air-hado
; 

[statedef 1100]
type=a
movetype=a
physics=a
anim=1100
sprpriority=2
juggle=8
poweradd=100
ctrl=0

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp2", 0, 1)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(((prevstateno!=[600,699]) && random>750) || random<200)

[state 0]
	type=varset
	trigger1=!time
	var(6)=0

;---
[state 0]
	type=changeanim
	trigger1=!time && var(5)
	value=1101

;---
[state 0]
	type=playsnd
	trigger1=time=2
	value=0,12
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=1,0 ;; ex
	channel=1

;---
[state 0]
	type=statetypeset
	trigger1=!time && var(5)
	physics=n
[state 0]
	type=statetypeset
	trigger1=(animelem=4) && var(5)
	physics=a
[state 0]
	type=velset
	trigger1=!time && var(5)
	x=0
	y=0
[state 0]
	type=velset
	trigger1=(animelem=4) && var(5)
	x=-3
	y=-5

;---
[state 0]
	type=explod
	trigger1=(animelem=2,>=0) && (animelem=4,<=0)
	anim=1110+(animelem=3,>=0)+(animelem=4)
	postype=p1
	pos=floor(9*const(size.xscale)), floor(-70*const(size.yscale))
	sprpriority=3
	bindtime=1
	scale=const(size.yscale),const(size.yscale)
	ownpal=1
	removeongethit=1
;---
[state 0]
	type=helper
	trigger1=(animelem=4) && (sysfvar(0)>0)
	id=1000
	size.height=222
	pos=floor(65*const(size.xscale)),floor(-49*const(size.yscale))
	stateno=91000
	size.head.pos=1105,1006;;<-anim,hitanim
	size.mid.pos=(4+var(5))*1000,(3+var(5))*1000;;<-speed_x,y(1/1000)
	size.ground.front=1009;;<-max_hits/miss_time
	size.ground.back=800010;;<-damage hit/guard
	size.air.front=600550;; <vel_x,y_hit
	size.air.back= 620530;; <vel_x,y_guard
	size.shadowoffset=2;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=ifelse(var(5),1.15,0.9)
	size.yscale=ifelse(var(5),1.15,0.9)
;---
[state 0]
	type=projectile
	trigger1=(animelem=4) && (sysfvar(0)<=0)
	projid=91000
	projanim=1105
	projhitanim=1006
	projpriority=1
	projsprpriority=3
	projscale=ifelse(var(5),1.15,0.9),ifelse(var(5),1.15,0.9)
	projremovetime=222
	projhits=1
	offset=floor(65*const(size.xscale)),floor(-49*const(size.yscale))
	velocity=4+var(5), 3+var(5)
	attr=s,sp
	damage=80,10
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=9,10
	sparkno=3
	guard.sparkno =41
	hitsound=5,4
	guardsound=6,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-9
	air.velocity=   -5,-4
	guard.velocity= -11
	air.juggle=8
	getpower=0,0
	fall=0
	air.fall=1
	fall.recover=0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
;---
[state 0]
	type=changestate
	triggerall=(animelem=6,>0) && var(5)
	trigger1=var(51)>0 && random<150
;;op;	trigger2=(command="y") && var(51)<1
	value=1150


;---------------
; shippu x n

[statedef 1150]
type=a
movetype=a
physics=n
anim=1150+(var(6)%2)
sprpriority=2
poweradd=20
velset=0,0
ctrl=0

[state 0]
	type=varadd
	trigger1=!time
	var(6)=1
;---
[state 0]
	type=playsnd
	trigger1=time=2 && var(6)>2
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=1,0 ;; ex
	channel=1

;--- lighting
[state 0]
	type=explod
	triggerall=(animelem=2,<0)
	trigger1=(anim=1150)
	trigger1=1|| fvar(1):=20 || fvar(2):=-86
	trigger2=(anim=1151)
	trigger2=1|| fvar(1):=-5 || fvar(2):=-88
	anim=1106
	postype=p1
	pos=floor(fvar(1)*const(size.xscale)),floor(fvar(2)*const(size.yscale))
	scale=0.75,0.75
	sprpriority=3
	removetime=1
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=velset
	trigger1=(animelem=3)
	x=-3
	y=-4.6
[state 0]
	type=veladd
	trigger1=(animelem=3,>0)
	y=0.46

;---
[state 0]
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=1000
	size.height=222
	pos=floor(45*const(size.xscale)),floor(-65*const(size.yscale))
	stateno=91000
	size.head.pos=1105,1006;;<-anim,hitanim
	size.mid.pos=5000+(random*2),4500+(random);;<-speed_x,y(1/1000)
	size.ground.front=1009;;<-max_hits/miss_time
	size.ground.back=600008;;<-damage hit/guard
	size.air.front=600550;; <vel_x,y_hit
	size.air.back= 620530;; <vel_x,y_guard
	size.shadowoffset=2;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=1.25
	size.yscale=1.25
;---
[state 0]
	type=projectile
	trigger1=(animelem=2) && (sysfvar(0)<=0)
	projid=91000
	projanim=1105
	projhitanim=1006
	projpriority=1
	projsprpriority=3
	projscale=1.25,1.25
	projremovetime=222
	projhits=1
	offset=floor(45*const(size.xscale)),floor(-65*const(size.yscale))
	velocity=5+(random*0.002), 4.5+(random*0.001)
	attr=s,sp
	damage=80,10
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=9,10
	sparkno=3
	guard.sparkno =41
	hitsound=5,4
	guardsound=6,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-9
	air.velocity=   -5,-4
	guard.velocity= -11
	air.juggle=8
	getpower=0,0
	fall=0
	air.fall=1
	fall.recover=0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
;---
[state 0]
	type=changestate
	triggerall=(animelem=4,>=0) && var(6)<4
	trigger1=var(51)>0 && (random>life || random<100)
;;op;	trigger2=(command="y") && var(51)<1
	value=stateno
;---
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=52



;---------------
; atemi-up
; Đg (i)

[statedef 1200]
type=s
movetype=i
physics=s
anim=1200
sprpriority=2
juggle=0
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,0
	channel=1

[state 0]
	type=reversaldef
	trigger1=(animelem=2)
	reversal.attr=a,na,sa,ha
	attr=s,st
	pausetime=13,13
	sparkno=(var(31):=-1)
	hitsound=41,0
	p1facing=1
	p2facing=1
	p1stateno=1205
	p2stateno=1206
	id=1200

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;--------------
[statedef 1205]
type=s
movetype=a
physics=n
anim=1205
sprpriority=2
ctrl=0

;;--- ---
;; guard_spark
[state 0]
	type=helper
	trigger1=!time && (hitpausetime=12) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(30*const(size.xscale)),floor(-105*const(size.yscale))
	size.height=42
	facing=-1
	ignorehitpause=1
	persistent=0

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,17
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=f200,2
	channel=1

;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(40*const(size.xscale)), -abs(floor(p2bodydist y))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(37*const(size.xscale)),floor(-120*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(-43*const(size.xscale)),floor(-115*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(-50*const(size.xscale)),floor(-100*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=5,>=0) && (animelem=6,<0)
	pos=floor(-28*const(size.xscale)),floor(-95*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=6,>=0) && (animelem=6,<8)
	pos=floor(-28*const(size.xscale)),floor(-5*const(size.yscale))
	time=1

;---
[state 0]
	type=width
	trigger1=!time
	edge=50,50

;---
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=6) && (sysfvar(0)>0)
	pos=floor(-45*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=5
;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=6,=8)
	value=-160

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

;--------------
; p2state

[statedef 1206]
type=a
movetype=h
physics=n
poweradd=0
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=1206
[state 0]
	type=selfstate
	trigger1=(animelem=6,=8)
	value=5100



;---------------
; atemi-mid
; Đg (i)

[statedef 1210]
type=s
movetype=i
physics=s
anim=1210
sprpriority=2
juggle=0
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,0
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,0
	channel=1

[state 0]
	type=reversaldef
	trigger1=(animelem=2)
	reversal.attr=s,na,sa,ha
	attr=s,st
	pausetime=13,13
	sparkno=(var(31):=-1)
	hitsound=41,0
	p1facing=1
	p2facing=1
	p1stateno=1215
	p2stateno=1216
	id=1250

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;--------------
[statedef 1215]
type=s
movetype=a
physics=n
anim=1215
sprpriority=2
ctrl=0

;;--- ---
;; guard_spark
[state 0]
	type=helper
	trigger1=!time && (hitpausetime=12) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(30*const(size.xscale)),floor(-77*const(size.yscale))
	size.height=42
	facing=-1
	ignorehitpause=1
	persistent=0

;---
[state 0]
	type=playsnd
	trigger1=time=2
	value=0,16
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=8)
	value=f200,2
	channel=1

;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(30*const(size.xscale)),0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(6*const(size.xscale)),0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(-26*const(size.xscale)),0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(-32*const(size.xscale)),0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=5,>=0) && (animelem=6,<0)
	pos=floor(-18*const(size.xscale)),floor(-77*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=6,>=0) && (animelem=7,<0)
	pos=floor(44*const(size.xscale)),floor(-152*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=7,>=0) && (animelem=8,<0)
	pos=floor(45*const(size.xscale)),floor(-143*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=8,>=0) && (animelem=9,<0)
	pos=floor(51*const(size.xscale)),floor(-125*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=9,>=0) && (animelem=9,<8)
	pos=floor(51*const(size.xscale)),floor(-5*const(size.yscale))
	time=1

;---
[state 0]
	type=width
	trigger1=!time
	edge=50,50

;---
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=9) && (sysfvar(0)>0)
	pos=floor(68*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=5

;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=9,=8)
	value=-160

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

;--------------
; p2state

[statedef 1216]
type=a
movetype=h
physics=n
poweradd=0
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=1216
[state 0]
	type=selfstate
	trigger1=(animelem=9,=8)
	value=5100



;---------------
; atemi-low
; Đg (i)

[statedef 1220]
type=s
movetype=i
physics=s
anim=1220
sprpriority=2
juggle=0
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,0
	channel=1

[state 0]
	type=reversaldef
	trigger1=(animelem=2)
	reversal.attr=c,na,sa,ha
	attr=s,st
	pausetime=13,13
	sparkno=(var(31):=-1)
	hitsound=41,0
	p1facing=1
	p2facing=1
	p1stateno=1225
	p2stateno=1226
	id=1300

[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;--------------
[statedef 1225]
type=s
movetype=a
physics=n
anim=1225
sprpriority=2
ctrl=0

;;--- ---
;; guard_spark
[state 0]
	type=helper
	trigger1=!time && (hitpausetime=12) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(30*const(size.xscale)),floor(-36*const(size.yscale))
	size.height=42
	facing=-1
	ignorehitpause=1
	persistent=0

;---
[state 0]
	type=playsnd
	trigger1=time=2
	value=0,15
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,2
	channel=1

[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=f300,2

;;---
[state 0]
	type=targetbind
	trigger1=time=3
	pos=floor(50*const(size.xscale)),0
	time=1
;---
[state 0]
	type=width
	trigger1=!time
	edge=50,50

;---
[state 0] ; hit_spark
	type=helper
	trigger1=(animelem=6) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(p2dist x-8),floor(-60*const(size.yscale))
	size.height=3 ;; hit_spark
	facing=-1
	ignorehitpause=1
	persistent=0
;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=6)
	value=-160

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

;--------------
; p2state

[statedef 1226]
type=a
movetype=h
physics=n
poweradd=0
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim
	trigger1=time=3
	value=ifelse(selfanimexist(5052),5052,ifelse(selfanimexist(5051),5051,5050))
[state 0]
	type=posadd
	trigger1=(time=[3,20])
	y=-0.5
[state 0]
	type=changeanim
	trigger1=(time=[21,31])
	value=5017
[state 0]
	type=offset
	trigger1=(time=[21,31])
	x=ifelse(time%2,1,-1)*2
[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=32
[state 0]
	type=velset
	trigger1=time=33
	x=-7
	y=-2
[state 0]
	type=selfstate
	trigger1=time=33
	value=5050



;---------------
; ex-hisyo
; ex-ē֎a

[statedef 1300]
type=s
movetype=a
physics=s
anim=1300
sprpriority=2
juggle=8
poweradd=120
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp3_s",1,0)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=((p2bodydist x>42) || random<600)

[state 0]
	type=nothitby
	trigger1=(animelem=4,<0) && var(5)
	value=sca
	time=1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,ifelse(var(5),2,3)
	channel=0

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-8*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65

;---
[state 0]
	type=posadd
	trigger1=(animelem=2)
	x=12 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=4)
	x=20 *const(size.xscale)
[state 0]
	type=velset
	trigger1=(animelem=2) && var(5)
	x=ifelse(var(5),5,1)

[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	statetype=a
	physics=n
[state 0]
	type=velset
	trigger1=(animelem=4)
	x= ifelse(var(5),3,2)
	y=-ifelse(var(5),8,6)

[state 0]
	type=veladd
	trigger1=(animelem=4,>0)
	y=0.45

;---
[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=a,sa
	animtype=heavy
	air.animtype=back
	damage=60,10
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-66
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity= -3,-9
	air.velocity=    -3,-9
	guard.velocity= -11
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510566 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(pos y <0) && (vel y>-2)
	value=1305

;--------------
[statedef 1305]
type=a
movetype=a
physics=n
anim=1305
sprpriority=2
ctrl=0

[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=1,1 ;; ex2
	channel=1

[state 0]
	type=veladd
	trigger1=1
	y=0.45

[state 0]
	type=explod
	trigger1=(animelem=3)
	anim=1310
	postype=p1
	pos=0,0
	sprpriority=3
	bindtime=-1
	ownpal=1
	ignorehitpause=1
	removeongethit=1

[state 0]
	type=hitdef
	trigger1=(animelem=4)
	attr=a,sa
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=60,10
	hitflag=maf
	guardflag=m
	pausetime=13,13
	;ad; sparkno=8+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-55
	hitsound=300,41
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-3,-8
	air.velocity=   -3,-8
	guard.velocity= -11
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	;---
	guard.ctrltime=     id +0*(var(31):=8 || var(30):= 510555 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=52



;---------------
; rai-mei-go / down-nage
; j (E)

[statedef 1500]
type=c
movetype=a
physics=c
anim=1500
sprpriority=-1
juggle=0
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=hitdef
	trigger1=(animelem=3) && (p2stateno=[5110,5111])
	attr=c,st
	hitflag=d
	priority=5,miss
	sparkno=(var(31):=-1)
	p1facing=1
	p2facing=1
	p1stateno=1505
	p2stateno=1506
	getpower=100
	id=1500
	hitonce=1

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

;--------------
[statedef 1505]
type=s
movetype=a
physics=n
anim=1505
sprpriority=-2
poweradd=0
velset=0,0
ctrl=0

[state 0]
	type=sprpriority
	trigger1=(animelem=2)
	value=2

[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,14
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=f200,2
	channel=1

;---
[state 0] ; grab_spark
	type=helper
	trigger1=(animelem=1,=1) && (sysfvar(0)>0)
	id=152080
	stateno=152080
	postype=p1
	pos=floor(16*const(size.xscale)),floor(-6*const(size.yscale))
	size.xscale=1.25 ;w
	size.yscale=1.25 ;h
	size.height=101 ;type
	persistent=0
;---
[state 0]
	type=turn
	trigger1=(animelem=2)
[state 0]
	type=targetfacing
	trigger1=(animelem=2)
	value=-1

;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(40*const(size.xscale)),0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(-40*const(size.xscale)),0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(-37*const(size.xscale)),floor(-119*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(43*const(size.xscale)),floor(-116*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=5,>=0) && (animelem=6,<0)
	pos=floor(50*const(size.xscale)),floor(-100*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=6,>=0) && (animelem=7,<0)
	pos=floor(28*const(size.xscale)),floor(-125*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=7,>=0) && (animelem=7,<8)
	pos=floor(28*const(size.xscale)),floor(-5*const(size.yscale))
	time=1

;---
[state 0]
	type=width
	trigger1=!time
	edge=50,50
;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=7)
	value=-150

;---
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=7) && (sysfvar(0)>0)
	pos=floor(45*const(size.xscale))
	id=159005
	stateno=159005
	size.height=5

;---
[state 0]
	type=explod
	trigger1=(animelem=7)
	anim=1510
	postype=p1
	sprpriority=3
	scale=1,2
	pos=floor(45*const(size.xscale)),0
	bindtime=1
	ownpal=1
	ignorehitpause=1
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=7)
	anim=3021 ;; ground_wave
	postype=p1
	pos=floor(45*const(size.xscale)),0
	sprpriority=-1
	bindtime=1
	ownpal=1
	ignorehitpause=1
	removeongethit=1

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

;--------------
; p2state

[statedef 1506]
type=a
movetype=h
physics=n
sprpriority=0
poweradd=0
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=1506
[state 0]
	type=offset
	trigger1=time>29
	x=ifelse(time%2,1,-1)*2
[state 0]
	type=turn
	trigger1=animtime=0
[state 0]
	type=selfstate
	trigger1=animtime=0
	value=5100 ;; 5110








;---------------
; ex-reppu-1
; ex-󕗌-1

[statedef 1600]
type=s
movetype=a
physics=s
anim=1600
sprpriority=2
juggle=8
poweradd=30
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=0
[state 0]
	type=varset
	triggerall=(animelem=2,>=0) && (animelem=5,<0)
	trigger1=command="sp4" && var(51)<1
	trigger2=var(51)>0 && roundstate=2 && ((projcontacttime(1000)=[1,12]) || random<120)
	var(5)=1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-28*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,0
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=1,0 ;; ex
	channel=1

[state 0]
	type=explod
	trigger1=!time
	anim=1602
	postype=p1
	pos=0,0
	sprpriority=3
	bindtime=1
	removeongethit=1
	ignorehitpause=1

[state 0]
	type=projectile
	trigger1=time=10
	projanim=1605
	projhitanim=-1
	projremanim=-1
	projremovetime=2
	offset=0,0
	projpriority=1
	projsprpriority=3
	attr=s,sp
	damage=60,6
	animtype=heavy
	hitflag=maf
	guardflag=ma
	pausetime=0,13
	sparkno=-1
	guard.sparkno =-1
	sparkxy=-10,-85
	hitsound=300,41
	guardsound=41,0
	ground.type=low
	ground.slidetime=15
	ground.hittime=16
	air.hittime=16
	ground.velocity=-7
	air.velocity=   -5,-5
	air.juggle=8
	air.fall=1
	air.recover=0
	id=1000
	projid=1000
	;---
	guard.ctrltime=     id +0*(var(31):=7 || var(30):= 510585 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;;---
;[state 0] ; hit/guard_spark
;	type=helper
;	trigger1=projcontacttime(1000)=1 && numtarget(1000) && (sysfvar(0)>0)
;	id=152100
;	stateno=152100
;	helpertype=normal
;	ownpal=0
;	keyctrl=0
;	postype=p1
;	pos=facing*floor(target(1000),pos x-pos x-5),floor(target(1000),pos y-pos y)-85
;	size.height=ifelse((projhittime(1000)=1),7,43) ;; hit/guard_spark
;	facing=-1
;;;op;	ignorehitpause=1

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=(animelem=5,>=0) && var(5)
	value=1601
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------
; ex-reppu-2
; ex-󕗌-2

[statedef 1601]
type=s
movetype=a
physics=s
anim=1601
sprpriority=2
poweradd=40
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=0
[state 0]
	type=varset
	triggerall=(animelem=2,>=0) && (animelem=8,<0)
	trigger1=(command="sp4") && var(51)<1
	trigger2=var(51)>0 && roundstate=2 && ((projcontacttime(1000)=[1,18]) || random<350)
	var(5)=1

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=1,0 ;; ex
	channel=1

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(32*const(size.xscale)),0
	size.xscale=-0.65
	size.yscale= 0.65

[state 0]
	type=explod
	trigger1=(animelem=2)
	anim=1603
	pos=0,0
	postype=p1
	ontop=0
	ownpal=1
	bindtime=1
	removeongethit=1
	ignorehitpause=1

[state 0]
	type=projectile
	trigger1=time=8
	projanim=1606
	projhitanim=-1
	projremanim=-1
	projremovetime=2
	offset=0,0
	projpriority=2
	projsprpriority=1
	attr=s,sp
	damage=60,6
	animtype=heavy
	hitflag=maf
	guardflag=ma
	pausetime=0,13
	sparkno=-1
	guard.sparkno =-1
	sparkxy=-10,-85
	hitsound=300,41
	guardsound=41,0
	ground.type=low
	ground.slidetime=15
	ground.hittime=16
	air.hittime=16
	ground.velocity=-7
	air.velocity=   -5,-5
	air.juggle=8
	air.fall=1
	air.recover=0
	id=1000
	projid=1000

;---
[state 0] ; hit/guard_spark
	type=helper
	trigger1=projcontacttime(1000)=1 && numtarget(1000) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=facing*floor(target(1000),pos x-pos x-5),floor(target(1000),pos y-pos y)-85
	size.height=ifelse((projhittime(1000)=1),7,43) ;; hit/guard_spark
	facing=-1
;;op;	ignorehitpause=1

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=(animelem=5,>=0) && var(5)
	value=1650
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------
; ex-reppu-3 dash
; ex-󕗌-3 ːi

[statedef 1650]
type=s
movetype=a
physics=n
anim=1650
sprpriority=2
juggle=4
poweradd=50
velset=0,0
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-8*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75

[state 0]
	type=velset
	trigger1=(animelem=3)
	x=8
[state 0]
	type=velmul
	trigger1=(animelem=8,>=0)
	x=0.65

[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=0,3
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=1,1 ;; ex2
	channel=1

[state 0]
	type=explod
	trigger1=(animelem=5)
	anim=1604
	postype=p1
	pos=0,0
	sprpriority=3
	bindtime=-1
	ignorehitpause=1
	removeongethit=1
;---
[state 0]
	type=hitdef
	trigger1=(animelem=5)
	attr=s,sa
	animtype=heavy
	air.animtype=diagup
	damage=60,15
	hitflag=maf
	guardflag=m
	pausetime=13,14
	;ad; sparkno=8+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-62
	hitsound=300,41
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=15
	ground.hittime=16
	air.hittime=16
	ground.velocity=0,-8
	air.velocity=   0,-8
	guard.velocity= -3
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	;---
	guard.ctrltime=     id +0*(var(31):=8 || var(30):= 510562 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	movetype=i
[state 0]
	type=playerpush
	trigger1=(animelem=5,>0) && (movecontact)
	value=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;---------------
; ja-ei
; ׉e

[statedef 1700]
type=s
movetype=a
physics=n
anim=1700
sprpriority=2
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2,=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-8*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,13
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=1,2 ;; ex3
	channel=1
;---
[state 0]
	type=velset
	trigger1=(animelem=3)||(animelem=12)
	x=ifelse((animelem=3),7.5,0)

;--- lighting
[state 0]
	type=explod
	trigger1=(animelem=3,>=0) && (animelem=12,<=11) ;; dash -> stop
	anim=1721+(gametime%6)
	postype=p1
	sprpriority=3
	pos=floor(14*const(size.xscale)),floor(-56*const(size.yscale))
	scale=fvar(1):= ifelse( (animelem=3,<5), animelemtime(3)*2+2, ifelse( animelemtime(12)>0, 11-animelemtime(12), 10) ) *0.075, fvar(1)
	removetime=1
	ownpal=1
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=12)
	movetype=i
[state 0]
	type=changestate
	trigger1=(animelem=3,>0)&&(animelem=12,<0)&&(p2bodydist x<40)
	value=1705
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;--------------
; attack
[statedef 1705]
type=s
movetype=a
physics=n
anim=1705
sprpriority=2
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=( (animelem=3)||(animelem=6) ) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-26*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65

;---
[state 0]
	type=playsnd
	trigger1=(animelem=1)||(animelem=3)||(animelem=6)
	value=f200,2
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=1,0 ;; ex
	channel=2

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	physics=s

;--- lighting
[state 0]
	type=explod
	trigger1=(animelem=1,<=11) ;; attack
	anim=1721+(gametime%6)
	postype=p1
	sprpriority=3
	pos=floor(14*const(size.xscale)),floor(-56*const(size.yscale))
	scale=fvar(1):=(11-animelemtime(1))*0.075, fvar(1)
	removetime=1
	ownpal=1
	ignorehitpause=1
	removeongethit=1

;--- explo
[state 0]
	type=projectile
	trigger1=(animelem=6)
	projanim=1730 ;; explo/spark - short ver
	projsprpriority=3
	postype=p1
	offset=floor(20*const(size.xscale)),floor(-62*const(size.yscale))
	projedgebound=800
	projstagebound=800
	projscale=1,1
	projremovetime=16
	ownpal=1

;---
[state 0]
	type=hitdef
	trigger1=(animelem=1) || (animelem=6)
	attr=s,sa
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=60,8
	pausetime=ifelse((animelem=6),13,8),ifelse((animelem=6),15,10)
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-ifelse((animelem=6),60,65)
	hitsound=300,ifelse((animelem=6),4,3)
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=17
	ground.hittime=18
	air.hittime=18
	ground.velocity=-8,-ifelse((animelem=6),4,0)
	air.velocity=   -ifelse((animelem=6),8,5),-4
	guard.velocity= -ifelse((animelem=6),10,5)
	fall=ifelse((animelem=6,>=0),1,0)
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=60,30
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510500 +ifelse((animelem=6),60,65) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=s,sa
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=60,8
	pausetime=12,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-70
	hitsound=300,4
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=17
	ground.hittime=18
	air.hittime=18
	ground.velocity=-8
	air.velocity=   -5,-4
	air.fall=1
	air.recover=0
	getpower=60,30
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510570 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;[EOF]
