
; super

;--------------
; S[
; explo

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

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="hp1_s" && power>=2000,1,0)

[state 0]
	type=hitby
	trigger1=!time && var(5)
	value=sca,nt,st,ht
	time=5

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(time=1) && roundstate=2
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=(time=1) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	pos=0,floor(-80*const(size.yscale))
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(time=1) && roundstate=2 && (sysfvar(0)<=0)
	pos=0,floor(-60*const(size.yscale))
	anim=100+var(5)
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(time=1) && roundstate=2
	time=256
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,(!var(5))*128,(!var(5))*128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-3*const(size.xscale)),0
	size.xscale=0.8
	size.yscale=0.8

[state 0]
	type=veladd
	trigger1=(animelem=5,>=0) && (vel x<6.5)
	x=0.6

[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=1,2
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=11)
	value=1,1
	channel=1

;---
[state 0]
	type=hitdef
	trigger1=(animelem=5,=1)||(animelem=7)||(animelem=9)||(animelem=11)
	attr=s,ha
	damage=25,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	guardflag=ma
	hitflag=maf
	pausetime=6,7
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-30-(random%40)
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=28
	air.hittime=28
	ground.velocity=-2-vel x
	air.velocity=   -2-vel x,-3
	getpower=0,0
	air.fall=1
	fall.recover=0
	yaccel=0.46
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510530 +(random%40) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=time>ifelse(var(5),71,43)
	value=3010
;---
[state 0]
	type=changestate
	triggerall=(animelem=5,>=0)
	triggerall=time<=ifelse(var(5),71,43)
	trigger1=(command="a" && command="b") && var(51)<1
	trigger2=var(51)>0 && (moveguarded)
	trigger2=time=ifelse(var(5),71,43) && (random<200 || life<200)
	value=3020



;---
[statedef 3010]
type=s
movetype=a
physics=n
anim=3010
sprpriority=1
poweradd=0
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=6) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-20*const(size.xscale)),0
	size.xscale=1
	size.yscale=1
	persistent=0
;---
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=0,16
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=2,1
	channel=2
;---
[state 0]
	type=posadd
	trigger1=(animelem=7)
	x=12 *const(size.xscale)
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	statetype=a
[state 0]
	type=velset
	trigger1=(animelem=7)
	x= 9
	y=-10
[state 0]
	type=velmul
	trigger1=(animelem=7,>0)
	x=0.9
	y=0.9

;---
[state 0]
	type=explod
	trigger1=(animelem=5,>=0) && (animelem=8,<0)
	anim=1010+(animelem=6,>=0)+(animelem=7,>=0)
	postype=p1
	bindtime=-1
	sprpriority=3
	scale=const(size.xscale),const(size.yscale)
	removetime=1
	ignorehitpause=0
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=8)
	anim=1013
	postype=p1
	sprpriority=3
	bindtime=4
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1
	persistent=0

;---
[state 0]
	type=hitdef
	trigger1=(animelem=4)||(animelem=5)||(animelem=6)
	attr=s,ha
	damage=10,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=0,0
	hitflag=maf
	guardflag=ma
	pausetime=11,11
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-15
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-3
	air.velocity=   -3,-6
	yaccel=0.5
	air.fall=1
	fall.recover=0
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=7)
	attr=a,ha
	damage=20,6
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=0,0
	hitflag=maf
	guardflag=ma
	pausetime=13,13
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-3,-11
	air.velocity=   -3,-9
	guard.velocity= -10
	yaccel=0.5
	fall=1
	fall.recover=0
	persistent=0
	;---
	palfx.time=32
	palfx.add=208,10,-208
	palfx.mul=256,200,200
	palfx.sinadd=256,196,196,20
	palfx.color=0
	palfx.invertall=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=varset
	trigger1=!time || movehit
	var(6)=time
	ignorehitpause=1
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3004

;---
; fall
[statedef 3004]
type=a
movetype=i
physics=n
anim=1004
ctrl=0

[state 0]
	type=velmul
	trigger1=1
	x=0.5
[state 0]
	type=veladd
	trigger1=1
	y=0.5
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=3005

;---
; land
[statedef 3005]
type=s
movetype=i
physics=s
anim=3005
velset=0,0
ctrl=0
[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=playsnd
	trigger1=(animelem=2) && var(6)
	value=0,16
	channel=0
[state 0]
	type=afterimage
	trigger1=(animtime=0) || (time>8)
	time=0
[state 0]
	type=ctrlset
	trigger1=time>8 && roundstate=2
	value=1
[state 0]
	type=changestate
	trigger1=(animtime=0) || (time>8 && !var(6))
	value=0
	ctrl=1


;---
[statedef 3020]
type=s
movetype=a
physics=n
anim=3020
sprpriority=1
poweradd=0
ctrl=0

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

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=4) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(36*const(size.xscale)),0
	size.xscale=-0.75
	size.yscale= 0.75
	persistent=0
;---

[state 0]
	type=playsnd
	trigger1=(time=1)
	value=1,2
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=f300,5
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=5000,2
	channel=0

;;--- hit_spark
[state 0] ; hit_spark
	type=helper
	trigger1=(animelem=4) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(26*const(size.xscale)),floor(-90*const(size.yscale))
	size.height=4 ;; hit_spark
	facing=-1
	ignorehitpause=1
	persistent=0

;---
[state 0]
	type=velmul
	trigger1=(animelem=5,>0) && (animelem=15,<0)
	x=0.8
[state 0]
	type=velset
	trigger1=(animelem=15)
	x=0

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,ha
	damage=80,10
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	air.type=low
	ground.type=low
	getpower=0,0
	hitflag=maf
	guardflag=ma
	pausetime=16,16
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-80
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=25
	ground.hittime=25
	air.hittime=25
	ground.velocity=-6,-6
	air.velocity=   -6,-6
	guard.velocity= -15
	yaccel=0.5
	air.fall=1
	fall=1
	fall.recover=0
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	movetype=i
	physics=s
[state 0]
	type=ctrlset
	trigger1=(animelem=16) && (roundstate=2)
	value=1
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1




;--------------
; ̎n
; tane-uma

[statedef 3100]
type=s
movetype=a
physics=s
anim=3100
sprpriority=1
juggle=7
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=(command="hp2_s" && power>=2000)

[state 0]
	type=hitby
	trigger1=!time
	value=sca,nt,st,ht
	time=ifelse(var(5),20,15)

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(time=1) && roundstate=2
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=(time=1) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	pos=0,floor(-68*const(size.yscale))
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(time=1) && roundstate=2 && (sysfvar(0)<=0)
	pos=0,floor(-66*const(size.yscale))
	anim=100+var(5)
	sound=20,0

[state 0]
	type=afterimage
	trigger1=(time=1) && roundstate=2
	time=256
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
	palcontrast=128,(!var(5))*128,(!var(5))*128
	paladd=0,0,0
	palmul=1,1,1
;afia;	trans=add1

[state 0]
	type=playerpush
	trigger1=1
	value=0
	ignorehitpause=1

[state 0]
	type=varset
	trigger1=!time
	var(7)=0
[state 0]
	type=varadd
	trigger1=(animelem=38)
	var(7)=1

[state 0]
	type=playsnd
	trigger1=(animelem=7)||(animelem=13)||(animelem=24)||(animelem=30)
	value=0,1+(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)||(animelem=12)||(animelem=23)||(animelem=29)
	value=1,1+((animelem=12)||(animelem=29))
	channel=1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=((animelem=6)||(animelem=23)) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(45*const(size.xscale))*ifelse((animelem=6),1,-1),0
	size.xscale=0.85 *ifelse((animelem=6),-1,1)
	size.yscale=0.85

;---
[state 0]
	type=varset
	trigger1=1
	var(6)=0
[state 0]
	type=varset
	trigger1=(animelem=7)
	trigger1=1|| var(20):=1  || var(21):=-50 || var(22):=5
	trigger2=(animelem=13)
	trigger2=1|| var(20):=1  || var(21):=-75 || var(22):=5
	trigger3=(animelem=18)
	trigger3=1|| var(20):=1  || var(21):=-30 || var(22):=8
	trigger4=(animelem=24)
	trigger4=1|| var(20):=-1 || var(21):=-50 || var(22):=5
	trigger5=(animelem=30)
	trigger5=1|| var(20):=-1 || var(21):=-75 || var(22):=5
	trigger6=(animelem=35)
	trigger6=1|| var(20):=-1 || var(21):=-30 || var(22):=8
	var(6)=1

[state 0]
	type=hitdef
	trigger1=var(6) && var(20)=1
	attr=s,ha
	damage=15,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=0,0
	guardflag=ma
	hitflag=maf
	pausetime=2,3
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,var(21)
	hitsound=300,3+(random%3)
	guardsound=41,0
	ground.slidetime=8
	ground.hittime=38
	air.hittime=38
	ground.velocity=13*var(20)
	air.velocity=    0,-var(22)
	guard.velocity= -8
	p2facing=-var(20)
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	air.fall=1
	fall.recover=0
	yaccel=0.5
	id=3000
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 -var(21) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=var(6) && var(20)=-1
	attr=s,ha
	damage=15,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	getpower=0,0
	guardflag=ma
	hitflag=maf
	pausetime=2,3
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,var(21)
	hitsound=300,3+(random%3)
	guardsound=41,0
	ground.slidetime=8
	ground.hittime=38
	air.hittime=38
	ground.velocity=13*var(20)
	air.velocity=    0,-var(22)
	guard.velocity= -8
	p2facing=-var(20)
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	air.fall=1
	fall.recover=0
	yaccel=0.5
	id=3000
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 -var(21) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=targetvelset
	triggerall=movehit && numtarget(3000)
	triggerall=target(3000),pos y>=0 && target(3000),alive && target(3000),ishelper=0
	trigger1=target(3000),pos x-pos x<-floor(58*const(size.xscale)) || target(3000),pos x-pos x>floor(58*const(size.xscale))
	id=3000
	x=0
	ignorehitpause=1

;---
[state 0]
	type=changestate
	trigger1=(animelem=38,>1) && movehit && var(7)>ifelse(var(5),3,1)
	value=3105
[state 0]
	type=changestate
	trigger1=(animelem=38,>1) && !movehit
	value=3110


;---
; s
; failed

[statedef 3110]
type=s
movetype=i
physics=n
anim=3110
velset=0,0
ctrl=0

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

[state 0]
	type=velset
	trigger1=(animelem=7)||(animelem=9)
	y=-3
[state 0]
	type=statetypeset
	trigger1=(animelem=7)||(animelem=9)
	statetype=a
[state 0]
	type=veladd
	trigger1=statetype=a
	y=0.5
[state 0]
	type=statetypeset
	trigger1=(animelem=8)||(animelem=10)
	statetype=s
[state 0]
	type=velset
	trigger1=(animelem=8)||(animelem=10)
	y=0
[state 0]
	type=posset
	trigger1=!time || (pos y>0) || (animelem=8)||(animelem=10)
	y=0

[state 0]
	type=stopsnd
	trigger1=(animelem=3)
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=1,10
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=0,10
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;---
; fninish

[statedef 3105]
type=s
movetype=a
physics=s
anim=3105
velset=0,0
ctrl=0

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

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=4) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-60*const(size.xscale)),0
	size.xscale=1
	size.yscale=1
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=4) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(80*const(size.xscale)),0
	size.xscale=-1
	size.yscale= 1

;---
[state 0]
	type=explod
	trigger1=(animelem=2)
	anim=3150
	postype=p1
	sprpriority=5
	bindtime=1
	pos=floor(15*const(size.xscale)),floor(-128*const(size.yscale))
	scale=-const(size.xscale)*1.2,-const(size.yscale)
	ignorehitpause=0
	removeongethit=1
	persistent=0
[state 0]
	type=explod
	trigger1=(animelem=2)
	anim=3150
	postype=p1
	sprpriority=5
	bindtime=1
	pos=floor(-15*const(size.xscale)),floor(-128*const(size.yscale))
	scale=const(size.xscale)*1.2,-const(size.yscale)
	ignorehitpause=0
	removeongethit=1
	persistent=0

;---
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,16
	channel=0
[state 0]
	type=stopsnd
	trigger1=(animelem=3)
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=2,2
;op;	channel=2

;---
[state 0]
	type=varset
	trigger1=!time || movehit
	var(6)=time
	ignorehitpause=1

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=s,ha
	damage=90,15
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	air.type=low
	ground.type=high
	getpower=0,0
	guardflag=ma
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-35
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=13
	ground.hittime=23
	air.hittime=23
	ground.velocity=-3,-10
	air.velocity=   -3,-10
	fall=1
	fall.recover=0
	yaccel=0.5
	;---
	palfx.time=60
	palfx.add=208,10,-208
	palfx.mul=256,200,200
	palfx.sinadd=256,196,196,20
	palfx.color=0
	palfx.invertall=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510535 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

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






;--------------
; 悩Ƃn}[
; hammer (max2)

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

[state 0]
	type=nothitby
	trigger1=(animelem=7,<0)
	value=sca

;-[hpe]---------
[state 0]
	type=helper
	trigger1=(time=1) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88883
	pos=floor(34*const(size.xscale)),floor(-82*const(size.yscale))
;--------------
[state 0]
	type=helper
	trigger1=(time=1) && roundstate=2 && (sysfvar(0)>0)
	trigger1=!numhelper(88870)
	id=88870
	stateno=88870;max2bg
	size.height=0
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(time=1) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(34*const(size.xscale)),floor(-82*const(size.yscale))
	anim=100
	sound=20,0
	poweradd=-2000

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

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=6) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-18*const(size.xscale)),floor(-pos y)
	size.xscale=1
	size.yscale=1

[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	statetype=a
[state 0]
	type=velset
	trigger1=(animelem=6)
	x= 4
	y=-4
[state 0]
	type=veladd
	trigger1=(animelem=6,>0) && (vel y<0)
	y=0.25
[state 0]
	type=posset
	trigger1=(animelem=19)
	y=0
[state 0]
	type=velset
	trigger1=(animelem=19)
	x=0
	y=0
[state 0]
	type=statetypeset
	trigger1=(animelem=19)
	statetype=s
;---
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=f200,3
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=7)
	value=0,17
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=8)
	value=1,1
[state 0]
	type=playsnd
	trigger1=(animelem=17)
	value=2,1
	channel=2
[state 0]
	type=playsnd
	trigger1=(animelem=19)
	value=0,6
	channel=0
;---
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=19) && (sysfvar(0)>0)
	pos=floor(76*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=5

;---
[state 0]
	type=hitdef
	trigger1=(animelem=12)
	attr=a,ha
	damage=120,12
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	getpower=0,0
	hitflag=maf
	guardflag=ha
	pausetime=16,16
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-42
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-8
	air.velocity=   -3,-5
	yaccel=0.5
	air.fall=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510542 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=19)
	attr=s,ha
	damage=320,18
	animtype=diagup
	air.animtype=diagup
	air.type=low
	ground.type=high
	getpower=0,0
	hitflag=maf
	guardflag=ha
	pausetime=18,18
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-35
	hitsound=300,5
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=28
	air.hittime=28
	ground.velocity=-4,-10
	air.velocity=   -4,-10
	fall=1
	fall.recover=0
	yaccel=0.5
	;---
	palfx.time=60
	palfx.add=208,10,-208
	palfx.mul=256,200,200
	palfx.sinadd=256,196,196,20
	palfx.color=0
	palfx.invertall=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510535 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0] ; burn_spark_self
	type=helper
	trigger1=(animelem=21,=28) && !numhelper(152220) && (sysfvar(0)>0)
	id=152200
	stateno=152200
	size.height=id*10
	ignorehitpause=1
	persistent=0

[state 0] ; explosion
	type=helper
	trigger1=(animelem=21) && !numhelper(152220) && (sysfvar(0)>0)
	pos=floor(52*const(size.xscale)),floor(-42*const(size.yscale))
	id=152220
	stateno=152220
	size.xscale=1
	size.yscale=1
	ignorehitpause=1
	persistent=0

;---
[state 0]
	type=explod
	trigger1=(animelem=18)
	anim=3250
	postype=p1
	pos=floor(30*const(size.xscale)),floor(-125*const(size.yscale))
	bindtime=1
	sprpriority=3
	scale=const(size.xscale)*1.2,-const(size.yscale)*1.2
	ignorehitpause=0
	removeongethit=1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=21,=-2)
	value=f300,6

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=21)
	movetype=i
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1









;--------------
; Jfc@̗
; arashi (max2)

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

;-[hpe]---------
[state 0]
	type=helper
	trigger1=(animelem=2) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88883
	pos=floor(-2*const(size.xscale)),floor(-12*const(size.yscale))
;--------------
[state 0]
	type=helper
	trigger1=(animelem=2) && roundstate=2 && (sysfvar(0)>0)
	trigger1=!numhelper(88870)
	id=88870
	stateno=88870;max2bg
	size.height=3
;--------------

[state 0] ; old_ver
	type=superpause
	trigger1=(animelem=2) && roundstate=2 && (sysfvar(0)<=0)
	pos=floor(-2*const(size.xscale)),floor(-12*const(size.yscale))
	anim=100
	sound=20,0
	poweradd=-2000

[state 0]
	type=afterimage
	trigger1=(animelem=2) && roundstate=2
	time=56
	length=9
	timegap=2
	framegap=4
	palcolor=256
	palbright=1,1,1
;afia;	trans=add1
	palcontrast=128,0,0
	paladd=0,0,0
	palmul=1,1,1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2) && (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=posadd
	trigger1=(animelem=4)
	x=20*const(size.xscale)
[state 0]
	type=velset
	trigger1=(animelem=4)
	x=8

[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=0,17
	channel=0
	persistent=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)||(animelem=7)
	value=f100,0
	channel=1

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,ha
	damage=0,0
	getpower=0,0
	guardflag=ma
	hitflag=ma
	pausetime=12,14
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-50
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=22
	ground.hittime=22
	air.hittime=22
	guard.velocity=-8
	snap=30,0
	hitonce=1
	p2facing=1
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510550 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=targetstate
	trigger1=movehit && numtarget
	value=3320
	persistent=0
[state 0]
	type=changestate
	trigger1=movehit && numtarget
	value=3310
	persistent=0

;---
[state 0]
	type=changestate
	trigger1=(animelem=4,>=0)
	trigger1=movecontact || time>25
	value=3305

;--------------
[statedef 3305]
type=s
movetype=i
physics=n
anim=3305
ctrl=0

[state 0]
	type=velmul
	trigger1=1
	x=0.85
;---
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------
; attack - 1
[statedef 3310]
type=s
movetype=a
physics=n
anim=3310
velset=0,0
ctrl=0

[state 0]
	type=sprpriority
	trigger1=(animelem=8)||(animelem=22)
	value=ifelse((animelem=8),-1,1)

;---
[state 0]
	type=varset
	trigger1=1
	var(6)=0
[state 0]
	type=varset
	trigger1=(animelem=3)
	trigger1=1|| var(20):=-10 || var(21):=-45 || var(22):=1 || var(23):=1
	trigger2=(animelem=11)
	trigger2=1|| var(20):=0   || var(21):=-56 || var(22):=0 || var(23):=2
	trigger3=(animelem=18)
	trigger3=1|| var(20):=5   || var(21):=-56 || var(22):=0 || var(23):=1
	trigger4=(animelem=21)
	trigger4=1|| var(20):=15  || var(21):=-10 || var(22):=1 || var(23):=2
	trigger5=(animelem=24)
	trigger5=1|| var(20):=10  || var(21):=-72 || var(22):=2 || var(23):=1
	trigger6=(animelem=29)
	trigger6=1|| var(20):=5   || var(21):=-66 || var(22):=1 || var(23):=2
	trigger7=(animelem=36)
	trigger7=1|| var(20):=0   || var(21):=-30 || var(22):=3 || var(23):=1
	trigger8=(animelem=41)
	trigger8=1|| var(20):=-10 || var(21):=-85 || var(22):=4 || var(23):=2
	var(6)=1

[state 0]
	type=targetlifeadd
	trigger1=var(6)
	value=-25
	kill=0

;;--- hit_spark
[state 0] ; hit_spark
	type=helper
	trigger1=var(6) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p2
	pos=var(20),var(21)
	size.height=4 ;; hit_spark
	facing=-1

;---
[state 0]
	type=playsnd
	trigger1=var(6)
	value=0,1+(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=var(6)
	value=f300,var(22)
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=3)||(animelem=29)||(animelem=36)
	value=1,1
	channel=2
[state 0]
	type=playsnd
	trigger1=(animelem=11)||(animelem=18)||(animelem=24)
	value=1,2
	channel=2

;---
[state 0]
	type=targetstate
	trigger1=var(6) && numtarget
	value=3320+var(23)
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3311

;---
; p2
[statedef 3320]
type=s
movetype=h
physics=s
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim
	trigger1=!time
	value=5007
[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=selfstate
	trigger1=time>58
	value=0
	ctrl=1

;---
; p2 hit - low
[statedef 3321]
type=s
movetype=h
physics=s
velset=0,0
ctrl=0
[state 0]
	type=changeanim
	trigger1=1
	value=5017
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=offset
	trigger1=time<10 && (time%2)
	x=ifelse(time%4,1,-1)*3
[state 0]
	type=selfstate
	trigger1=time>58
	value=0
	ctrl=1

;---
; p2 hit - high
[statedef 3322]
type=s
movetype=h
physics=s
velset=0,0
ctrl=0
[state 0]
	type=changeanim
	trigger1=1
	value=5007
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=offset
	trigger1=time<10 && (time%2)
	x=ifelse(time%4,1,-1)*3
[state 0]
	type=selfstate
	trigger1=time>58
	value=0
	ctrl=1

;---
; p2
[statedef 3323]
type=s
movetype=h
physics=s
velset=0,0
ctrl=0
[state 0]
	type=changeanim
	trigger1=1
	value=anim
[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=selfstate
	trigger1=time>58
	value=0
	ctrl=1

;---
; attack - 2
[statedef 3311]
type=s
movetype=a
physics=n
anim=3311
sprpriority=1
velset=0,0
ctrl=0

[state 0]
	type=nothitby
	trigger1=1
	value=sca
;---
[state 0]
	type=targetstate
	trigger1=(animelem=2)
	value=3323
	persistent=0
;---
[state 0]
	type=changeanim
	trigger1=(animelem=10)
	value=anim
	elem=2
	persistent=0
;---
[state 0]
	type=velset
	trigger1=(animelem=2) || (animelem=12)
	x=9
[state 0]
	type=velmul
	trigger1=(animelem=20,<0)
	x=0.85
	y=0.85
[state 0]
	type=velset
	trigger1=(animelem=16)
	x= 9
	y=-13
[state 0]
	type=velset
	trigger1=(animelem=20)
	x=0
[state 0]
	type=veladd
	trigger1=(animelem=20,>0)
	y=0.5
;---
[state 0]
	type=explod
	trigger1=(animelem=14,>=0) && (animelem=17,<0)
	anim=1010+(animelem=15,>=0)+(animelem=16,>=0)
	postype=p1
	bindtime=-1
	sprpriority=3
	scale=const(size.xscale),const(size.yscale)
	removetime=1
	ignorehitpause=0
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=17)
	anim=1013
	postype=p1
	sprpriority=3
	bindtime=8
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=16)
	value=2,2
;op;	channel=2
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=0,1+(random%2)
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=16)
	value=0,15
	channel=0

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2)||(animelem=12)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-16*const(size.xscale)),0
	size.xscale=0.85
	size.yscale=0.85

;---
[state 0]
	type=hitdef
	trigger1=(animelem=5)||(animelem=15)
	attr=s,ha
	damage=20,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	guardflag=ma
	hitflag=maf
	pausetime=3,4
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-30
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=28
	air.hittime=28
	ground.velocity=-4
	air.velocity=   -3,-5
	getpower=0,0
	yaccel=0.5
	kill=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510530 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=6)||(animelem=7)
	attr=s,ha
	damage=20,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	guardflag=ma
	hitflag=maf
	pausetime=3,4
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-70
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=28
	air.hittime=28
	ground.velocity=-4
	air.velocity=   -3,-5
	getpower=0,0
	yaccel=0.5
	kill=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510570 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=16)||(animelem=17)
	attr=a,ha
	damage=20,5
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	air.type=low
	ground.type=low
	getpower=0,0
	guardflag=ma
	hitflag=maf
	pausetime=5,6
	;ad; sparkno=4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-75
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=28
	air.hittime=28
	ground.velocity=-4,-10
	air.velocity=   -4,-10
	fall=1
	fall.recover=0
	yaccel=0.5
	;---
	palfx.time=60
	palfx.add=208,10,-208
	palfx.mul=256,200,200
	palfx.sinadd=256,196,196,20
	palfx.color=0
	palfx.invertall=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510575 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=3315


;---
[statedef 3315]
type=s
movetype=i
physics=s
anim=3315
velset=0,0
ctrl=0
[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=0,16
	channel=0
[state 0]
	type=afterimagetime
	trigger1=(animtime=0) || (time>8)
	time=0
[state 0]
	type=ctrlset
	trigger1=time>8 && roundstate=2
	value=1
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1




;[EOF]
