
; Special

;----------------
; Gen-ko (Ver.Assist)
; R (XgCJ[)

[statedef 1000]
type=s
movetype=a
physics=n
anim=1000
juggle=0
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-3*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65
;---
[state 0]
	type=playsnd
	trigger1=time=2
	value=0,21
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,3
	channel=1
;---
[state 0]
	type=velset
	trigger1=(animelem=4)
	x=6
[state 0]
	type=velmul
	trigger1=(animelem=4,>=0) && (animelem=7,<0)
	x=0.85
[state 0]
	type=velset
	trigger1=(animelem=7,>=0)
	x=0
;---
[state 0]
	type=explod
	trigger1=(animelem=3,>=0) && (animelem=6,<0)
	anim=1010 +(animelem=4,>=0) +(animelem=5,>=0)
	postype=p1
	pos=0,0
	sprpriority=3
	scale=const(size.xscale),const(size.yscale)
	bindtime=-1
	ownpal=1
	removetime=1
	ignorehitpause=1
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=6)
	anim=1013
	postype=p1
	pos=0,0
	sprpriority=-2
	scale=const(size.xscale),const(size.yscale)
	bindtime=-1
	ownpal=1
	ignorehitpause=1
	removeongethit=1
	persistent=0
;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,sa
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	ground.type=low
	air.type=low
	damage=60
	getpower=0,0
	guardflag=ma
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-55
	hitsound=300,4
	guardsound=41,0
	;---
	ground.slidetime=16
	ground.hittime=38
	air.hittime=16
	guard.hittime=16
	;---
	ground.velocity=-4
	air.velocity=   -2,-7
	guard.velocity= -8
	yaccel=0.4
	air.fall=1
	fall.recover=1
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510555 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------------
; Gen-ko (Ver.Normal)
; R (ʏ)

[statedef 1050]
type=s
movetype=a
physics=n
anim=1000
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)=ifelse(p2bodydist x<68 || random<200, 0, 1)
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-3*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.65

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,20
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,3
	channel=1

[state 0]
	type=velset
	trigger1=(animelem=4)
	x=ifelse(var(5),13,6)
[state 0]
	type=velmul
	trigger1=(animelem=4,>0) && (animelem=7,<0)
	x=0.85
[state 0]
	type=velset
	trigger1=(animelem=7,>=0)
	x=0

;---
[state 0]
	type=explod
	trigger1=(animelem=3,>=0) && (animelem=6,<0)
	anim=1010 +(animelem=4,>=0) +(animelem=5,>=0)
	postype=p1
	pos=0,0
	sprpriority=3
	scale=const(size.xscale),const(size.yscale)
	bindtime=-1
	ownpal=1
	removetime=1
	ignorehitpause=1
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=6)
	anim=1013
	postype=p1
	pos=0,0
	sprpriority=-2
	scale=const(size.xscale),const(size.yscale)
	bindtime=-1
	ownpal=1
	ignorehitpause=1
	removeongethit=1
	persistent=0

;---
[state 0]
	type=hitdef
	trigger1=time=0 ;; (animelem=5)
	attr=s,sa
	damage=80,12
	animtype=back
	air.animtype=back
	fall.animtype=diagup
	ground.type=low
	air.type=low
	getpower=80,40
	guardflag=m
	hitflag=maf
	hitsound=300,4
	guardsound=41,0
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-55
	ground.slidetime=20
	ground.hittime=20
	air.hittime=20
	ground.velocity=-5,-4
	air.velocity=   -5,-4
	guard.velocity=-12
	fall=1
	fall.recover=1
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510555 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1




;--------------------
; Haya-gake
; 삯

[statedef 1100]
type=s
movetype=i
physics=s
anim=1100
poweradd=10
velset=0,0
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=(time=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-3*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65
	persistent=0

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

[state 0]
	type=velset
	trigger1=(prevstateno!=1230)
	x=0
	y=0
[state 0]
	type=velset
	trigger1=1
	x=7.5

[state 0]
	type=assertspecial
	trigger1=1
	flag=nowalk

[state 0]
	type=playsnd
	trigger1=(animelem=1,=1) || (animelem=4,=1)
	value=f100,0
	channel=1

;---
; Sub: Saka-Haya-gake (Run-Back)
; h: t삯
[state 0]
	type=changestate
	triggerall=time>1
	trigger1=var(51)<1 && (command="holdback")
	trigger2=var(51)>0 && (p2movetype=a) && random<500
	value=1200
	ctrl=0

;---
; Sub: Stop
; h: ~
[state 0]
	type=changestate
	triggerall=time>1
	trigger1=var(51)<1 && (command="x" || command="y" || command="holddown")
	trigger2=var(51)>0 && (p2movetype=a) && random<620
	value=1110
	ctrl=0

;---
; Sub: Attack (Low/High)
; h: U (/)
[state 0]
	type=changestate
	trigger1=time>1 && var(51)<1 && (command="a" || command="b")
	value=ifelse(command="a", 1120, 1150)
	ctrl=0

; Sub: Attack - ai
[state 0]
	type=changestate
	trigger1=time>1 && var(51)>0 && (p2bodydist x=[-52,56])
	value=ifelse(p2statetype=s, 1120, 1150)
	ctrl=0

;---
[state 0]
	type=changestate
	trigger1=time>43
	value=1110 ;; stop / ~
	ctrl=0


;--------------------
; Stop
; ~

[statedef 1110]
type=s
movetype=i
physics=n
anim=1110
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(22*const(size.xscale)),0
	size.xscale=-0.35
	size.yscale= 0.35

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,13
	channel=0
[state 0]
	type=playsnd
	trigger1=time=1
	value=f200,3
	channel=1

[state 0]
	type=velmul
	trigger1=1
	x=0.95
[state 0]
	type=velset
	trigger1=(animelem=3,>=0)
	x=0
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------------
; Sub: Attack - Low
; ǉ: /K (iU)

[statedef 1120]
type=c
movetype=a
physics=n
anim=1120
juggle=7
poweradd=100
ctrl=0

;---
; afterimage / c
[state 0]
	type=explod
	trigger1=(!time)
	anim=1155
	sprpriority=0
	postype=p1
	pos=0,0
	scale=const(size.xscale),const(size.yscale)
	;op; projremovetime=10
	ownpal=1
	removeongethit=1
	ignorehitpause=1
	persistent=0
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(49*const(size.xscale)),0
	size.xscale=-0.65
	size.yscale= 0.65

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,23
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,3
	channel=1

[state 0]
	type=velmul
	trigger1=1
	x=0.965
[state 0]
	type=velset
	trigger1=(animelem=8)
	x=0
;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=c,sa
	animtype=hard
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	damage=0,12
	getpower=80,40
	guardflag=l
	hitflag=m
	pausetime=13,13
	sparkno=-1
	;ad; guard.sparkno =41
	sparkxy=-10,-15
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-10
	guard.velocity= -12
	air.velocity=    -3,-7
	yaccel=0.4
	kill=0
	id=1120
	numhits=1
	hitonce=1
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=targetstate
	trigger1=movehit && numtarget(1120)
	value=1140 ;; P2
[state 0]
	type=changestate
	trigger1=numtarget(1120)
	trigger1=target(1120),stateno=1140
	value=1130 ;; P1
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------------
; Throw - P1
;  - P1

[statedef 1130]
type=s
movetype=a
physics=s
anim=1130
velset=0,0
ctrl=0

;---
[state 0] ; grab_spark
	type=helper
	trigger1=(time=1) && (sysfvar(0)>0)
	id=152080
	stateno=152080
	postype=p1
	pos=floor(20*const(size.xscale)),floor(-42*const(size.yscale))
	size.xscale=1.25 ;w
	size.yscale=1.25 ;h
	size.height=101 ;type
	persistent=0
;---
[state 0]
	type=targetfacing
	trigger1=!time
	value=-1
[state 0]
	type=targetstate
	trigger1=!time
	value=1140
;---
[state 0]
	type=bindtotarget
	trigger1=(animelem=3,<0)
	pos=0,0
;---
[state 0]
	type=velset
	trigger1=(animelem=3)
	x= 5
	y=-9
;---
[state 0]
	type=width
	trigger1=(animelem=3,>=0)
	value=26 +(animelem=5,>=0)*6 , 0
;---
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(10*const(size.xscale)), floor(-60*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(10*const(size.xscale)), floor(-75*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=5,>=0) && (animelem=6,<0)
	pos=floor(15*const(size.xscale)), floor(-70*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=6,>=0) && (animelem=7,<0)
	pos=floor(25*const(size.xscale)), floor(-45*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=7,>=0)
	pos=floor(20*const(size.xscale)), floor(-30*const(size.yscale))
	time=1

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	statetype=a
	physics=n
[state 0]
	type=veladd
	trigger1=(animelem=3,>0)
	y=0.76
;---
[state 0]
	type=changestate
	trigger1=(animelem=3,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1131 ;; Hit-On-Ground ; nʏՓ


;--------------------
; Hit-On-Ground
; nʏՓ

[statedef 1131]
type=s
movetype=a
physics=s
anim=1131
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=1141
[state 0]
	type=targetstate
	trigger1=(animelem=3)
	value=1142
;---
[state 0]
	type=targetbind
	trigger1=!time
	pos=floor(20*const(size.xscale)), floor(-20*const(size.yscale))
	time=1

;---
[state 0] ; ground_wave
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	pos=floor(20*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=5

;---
[state 0]
	type=targetlifeadd
	trigger1=time=5
	value=-80
[state 0]
	type=hitadd
	trigger1=time=5
	value=1
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	statetype=a
	physics=n
[state 0]
	type=velset
	trigger1=(animelem=3)
	x=-3.5
	y=-4
[state 0]
	type=veladd
	trigger1=(animelem=3,>0)
	y=0.45
;---
[state 0]
	type=changestate
	trigger1=(animelem=3,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1132 ;; Land ; n


;--------------------
; Land
; n

[statedef 1132]
type=s
movetype=i
physics=s
anim=1132
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;--------------------
; Throw - P2
; ꑤ - P2

[statedef 1140]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0

[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=1140
;---
[state 0]
	type=selfstate
	trigger1=time>32
	value=5050 ;; for_safety


;--------------
; Hit-On-Ground - P2
; nʏՓ - P2

[statedef 1141]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0

[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=hitfallset
	trigger1=!time
	value=1
;---
[state 0]
	type=changeanim2
	trigger1=!time
	value=1141
;---
[state 0]
	type=changestate
	trigger1=time>60 ;; for_safety
	value=1142

;--------------
; Hit-On-Ground2 - P2
; nʏՓ2 - P2

[statedef 1142]
type=a
movetype=h
physics=n
anim=5160
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=velset
	trigger1=!time
	x=-5
	y=-5
[state 0]
	type=veladd
	trigger1=time>0
	y=0.55
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=selfstate
	trigger1=(pos y+vel y>-6) && (vel y>0)
	value=5100



;--------------------
; Sub: Attack - High
; ǉ: K (iU)

;--- 
; Air
; 

[statedef 1150]
type=a
movetype=a
physics=n
anim=1150
juggle=7
poweradd=100
velset=9,-9
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=(time=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-3*const(size.xscale)),floor(-pos y)
	size.xscale=0.5
	size.yscale=0.5
	persistent=0

[state 0]
	type=playsnd
	trigger1=(time=1)
	value=0,24
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=f200,3
	channel=1

;---
; afterimage / c
[state 0]
	type=explod
	trigger1=(!time) || (animelem=5)
	anim=ifelse((!time),1155,1156)
	sprpriority=0
	postype=p1
	pos=0,0
	scale=const(size.xscale),const(size.yscale)
	;op; removetime=10
	ownpal=1
	removeongethit=1
	ignorehitpause=1
	persistent=0
;---
[state 0]
	type=velmul
	trigger1=(animelem=4,<0)
	x=0.85
	y=0.85
[state 0]
	type=velset
	trigger1=(animelem=4)
	x=0
	y=0
[state 0]
	type=velset
	trigger1=(animelem=5)
	x=7
	y=7

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
	animtype=hard
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	damage=0,12
	getpower=80,40
	guardflag=ha
	hitflag=ma
	pausetime=13,13
	sparkno=-1
	;ad; guard.sparkno =41
	sparkxy=-10,-15
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-10
	guard.velocity= -12
	air.velocity=    -3,-7
	yaccel=0.4
	kill=0
	id=1150
	numhits=1
	hitonce=1
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=targetstate
	trigger1=movehit && numtarget(1150)
	value=1170 ;; P2
[state 0]
	type=changestate
	trigger1=numtarget(1150)
	trigger1=target(1150),stateno=1170
	value=1160 ;; P1
[state 0]
	type=changestate
	trigger1=(animelem=5,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1151 ;; Land ; n


;--------------------
; Land
; n

[statedef 1151]
type=s
movetype=i
physics=s
anim=1151
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;--------------------
; Throw - P1
;  - P1

[statedef 1160]
type=s
movetype=a
physics=s
anim=1160
velset=0,0
ctrl=0

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

;---
[state 0]
	type=targetfacing
	trigger1=time=0
	value=-1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=0, ifelse((prevstateno=1420), 25, 11)
	channel=0

;---
[state 0]
	type=targetstate
	trigger1=!time
	value=1170
;---
[state 0]
	type=posadd
	trigger1=(animelem=2)||(animelem=4)||(animelem=5)
	x=floor(15*const(size.xscale))
;---
[state 0]
	type=width
	trigger1=(animelem=6)
	value=36,0
;---
[state 0]
	type=bindtotarget
	trigger1=(animelem=2,<0)
	pos=0,0,mid
;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=4,<0)
	pos=floor(-20*const(size.xscale)),floor(-20*const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(-40*const(size.xscale)),floor(-35*const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=5,>=0) && (animelem=6,<0)
	pos=floor(-40*const(size.xscale)),floor(-72*const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=6,>=0) && (animelem=7,<0)
	pos=floor(-15*const(size.xscale)),floor(-105*const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=7,>=0)
	pos=floor(10*const(size.xscale)),floor(-100*const(size.yscale))
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=2)
	statetype=a
	physics=n
;---
[state 0]
	type=velset
	trigger1=(animelem=2)
	x= 3
	y=-5.6
[state 0]
	type=veladd
	trigger1=(animelem=2,>0)
	y=0.57
[state 0]
	type=velset
	trigger1=(animelem=6)
	y=0
[state 0]
	type=changestate
	trigger1=(animelem=7,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1161 ;; Hit-On-Ground ; nʏՓ


;--------------------
; Hit-On-Ground
; nʏՓ

[statedef 1161]
type=s
movetype=a
physics=s
anim=1161
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=1141
[state 0]
	type=targetstate
	trigger1=(animelem=3)
	value=1142
;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(20*const(size.xscale)),floor(-20*const(size.yscale))
	time=1

;---
[state 0] ; ground_wave
	type=helper
	trigger1=(!time) && (sysfvar(0)>0)
	pos=floor(20*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=5

[state 0]
	type=targetlifeadd
	trigger1=(time=5)
	value=-94
[state 0]
	type=hitadd
	trigger1=(time=5)
	value=1
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	statetype=a
	physics=n
[state 0]
	type=velset
	trigger1=(animelem=4)
	x=-4.5
	y=-4.5
[state 0]
	type=veladd
	trigger1=(animelem=4,>0)
	y=0.5
[state 0]
	type=changestate
	trigger1=(animelem=4,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1151 ;; Land ; n



;--------------------
; Throw - P2
; ꑤ - P2

[statedef 1170]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=1170




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

;--------------------
; Saka-Haya-gake
; t삯

[statedef 1200]
type=s
movetype=i
physics=s
anim=1200
poweradd=10
ctrl=0

[state 0]
	type=varset
	trigger1=!time
	var(5)=0

[state 0] ; dash_dust
	type=helper
	trigger1=(time=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(18*const(size.xscale)),0
	size.xscale=-0.65
	size.yscale= 0.65

[state 0]
	type=velset
	trigger1=prevstateno!=1100
	x=0
	y=0

[state 0]
	type=velset
	trigger1=(animelem=3,>=0)
	x=-7.5

[state 0]
	type=assertspecial
	trigger1=1
	flag=nowalk

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

;---
; Sub: Stop2
; h: ~2
[state 0]
	type=changestate
	triggerall=time>9
	trigger1=time>43 ;; Stop / ~
	trigger2=var(51)<1 && (command="x" || command="y" || command="holddown")
	trigger3=var(51)>1 && random<200
	value=1210
	ctrl=0

;---
; Sub: Jump
; h: 
[state 0]
	type=varset
	triggerall=time>9 && !var(5)
	trigger1=var(51)<1 && (command="a" || (command="holdup" && command="holdfwd"))
	trigger2=var(51)>0 && random<200
	var(5)=1
[state 0]
	type=varset
	triggerall=time>9 && !var(5)
	trigger1=var(51)<1 && (command="b" || command="holdup")
	trigger2=var(51)>0 && random<200
	var(5)=-1
[state 0]
	type=varset
	trigger1=var(5)
	sysvar(1)=var(5)
[state 0]
	type=changestate
	trigger1=var(5)
	value=1220
	ctrl=0

;---
; Sub: Turn
; h: ]
[state 0]
	type=changestate
	triggerall=time>9
	trigger1=var(51)<1 && (command="holdfwd" && command!="holdup")
	trigger2=var(51)>0 && random<200
	value=1230
	ctrl=0


;--------------------
; Sub: Stop2
; h: ~2

[statedef 1210]
type=s
movetype=i
physics=n
anim=1210
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-26*const(size.xscale)),0
	size.xscale=0.35
	size.yscale=0.35

[state 0]
	type=velmul
	trigger1=1
	x=0.95

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

[state 0]
	type=velset
	trigger1=(animelem=3)
	x=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------------
; Sub: Jump
; h: 

[statedef 1220]
type=s
physics=s
sprpriority=1
poweradd=0
velset=0,0
ctrl=0

; Direction
; 
[state 0]
	type=changeanim
	trigger1=time=0
	value=ifelse(sysvar(1)=1, 1220, 1225)
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animtime=0) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=0,0
	size.xscale=0.45 *ifelse(sysfvar(1)=1,-1,1)
	size.yscale=0.45
;---
[state 0]
	type=velset
	trigger1=animtime=0
	x=ifelse(sysvar(1)=0,0,ifelse(sysvar(1)=1,const(velocity.runjump.fwd.x),const(velocity.runjump.back.x)))
	y=const(velocity.runjump.y)
;---
; afterimage / c
[state 0]
	type=explod
	trigger1=animtime=0
	anim=1155
	sprpriority=0
	postype=p1
	pos=0,0
	scale=-const(size.xscale),const(size.yscale)
	;op; removetime=10
	ownpal=1
	removeongethit=1
	ignorehitpause=1
	persistent=0
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=50
	ctrl=1


;--------------------
; Sub: Turn (goto Haya-gake)
; h: ] (삯)

[statedef 1230]
type=s
movetype=i
physics=s
anim=1230
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=1
	value=f200,3
	channel=1

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1100
	ctrl=0









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

;--------------------
; Re-ppu-Kyaku
; 󕗋r

[statedef 1300]
type=s
movetype=a
physics=s
anim=1300
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=hitby
	trigger1=!time
	value=sca,st,ht
	time=8

[state 0]
	type=varset
	trigger1=!time
	var(5)=0

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,26
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3) || (animelem=9)
	value=1,2
	channel=1

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3,>=0) && (animelem=3,<=1) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(33*const(size.xscale))*ifelse((animelem=3),-1,1),0
	size.xscale=0.65*ifelse((animelem=3),1,-1)
	size.yscale=0.65

;---
; loop
[state 0]
	type=varadd
	trigger1=(animelem=10)
	var(5)=1
	ignorehitpause=1
[state 0]
	type=changeanim
	trigger1=(animelem=10) && var(5)<2
	value=anim
	elem=4
	ignorehitpause=1

;---
; eff
[state 0]
	type=explod
	trigger1=(animelem=4)||(animelem=10)
	id=1310
	anim=ifelse((animelem=4),1310,1315)
	postype=p1
	pos=0,0
	sprpriority=3
	ownpal=1
	bindtime=ifelse((animelem=4),-1,2)
	ignorehitpause=ifelse((animelem=4),0,1)
	removeongethit=ifelse((animelem=4),1,0)
;---
; dust
[state 0]
	type=removeexplod
	trigger1=(animelem=10)||(animelem=13)
	id=1320
	ignorehitpause=1
[state 0]
	type=explod
	trigger1=(animelem=4,>=0) && (animelem=13,<0) && !numexplod(1320)
	id=1320
	anim=1320
	postype=p1
	pos=0,0
	sprpriority=3
	ownpal=1
	bindtime=-1
	ignorehitpause=1
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=13)
	id=1320
	anim=1325
	postype=p1
	pos=0,0
	sprpriority=3
	ownpal=1
	ignorehitpause=1

;---
[state 0]
	type=hitdef
	trigger1=(animelem=4)||(animelem=7)
	attr=s,sa
	damage=80,12
	animtype=hard
	air.animtype=back
	fall.animtype=back
	ground.type=low
	air.type=low
	getpower=60,30
	guardflag=m
	hitflag=ma
	hitsound=300,4
	guardsound=41,0
	pausetime=9,9
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-75
	ground.slidetime=20
	ground.hittime=20
	air.hittime=20
	ground.velocity=-4.5,-7
	air.velocity=   -4.5,-7
	guard.velocity=-10
	;---
	guard.cornerpush.veloff=-18
	air.cornerpush.veloff=0
	;---
	yaccel=0.5
	air.juggle=8
	fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510575 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=13)
	statetype=a
	physics=n
[state 0]
	type=velset
	trigger1=(animelem=13)
	x=-4.5
	y=-3
[state 0]
	type=veladd
	trigger1=(animelem=13,>0)
	y=0.38
[state 0]
	type=changestate
	trigger1=(animelem=13,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1151 ;; land ; n




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

;--------------------
; Ha-ssou-Kyaku - Back-Jump
; zr - Op

[statedef 1400]
type=a
movetype=i
physics=n
anim=1400
poweradd=0
velset=0,0
ctrl=0

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

[state 0]
	type=playsnd
	trigger1=time=1
	value=f800,0
	channel=1
[state 0]
	type=velset
	trigger1=animtime=0
	x= 6
	y=-4
[state 0]
	type=playsnd
	trigger1=animtime=0
	value=0,13
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=50
	ctrl=1




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

;--------------------
; Ha-ssou-Kyaku - Air-Throw / Air-Kick / Jump-Down
; zr - 󒆓/󒆏R/ߗ

;---
; Air-In-Corner > Select
; ǒt > I

[statedef 1450]
type=a
movetype=i
physics=n
anim=1400
poweradd=0
velset=0,0
ctrl=0

[state 0]
	type=varset
	trigger1=!time
	var(5)=0
;---
; Air-Throw
; 󒆓
[state 0]
	type=varset
	trigger1=!time && var(51)<1 && (command="sp2"||command="sp2_s")
	var(5)=10

;; Air-Kick
;; 󒆏R
;[state 0]
;	type=varset
;	trigger1=!time && var(51)<1 && (command="sp4"||command="sp4_s")
;	var(5)=20

;---
; Arts-Distance 
; ړ
[state 0]
	type=varadd
	trigger1=var(51)<1 && !(var(5)%10) && (command="sp2_s"||command="sp4_s")
	var(5)=1
[state 0]
	type=varset
	trigger1=var(51)>0
	var(5)=var(5)/10*10 +ifelse((p2bodydist x=[-68,68]),0,1)
;---
; Fall-Down / Cancel
; ߗ / LZ
[state 0]
	type=varadd
	triggerall=time
	trigger1=var(51)<1 && (command="holddown")
	trigger2=var(51)>0 && random<120
	var(5)=9

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=f800,0
	channel=1

;---
[state 0]
	type=velset
	trigger1=(animtime=0) && (var(5)=[10,11])
	x=ifelse(var(5)%2, 8, 4.6)
[state 0]
	type=velset
	trigger1=(animtime=0) && (var(5)=[0,1])
	x=ifelse(var(5)%2, 7.5, 2.5)
	y=1

[state 0]
	type=changestate
	trigger1=(animtime=0)
	value=ifelse((var(5)=[0,1]), 1440, ifelse((var(5)=[10,11]), 1420, 1430))


;--------------------
;--------------------
; Air-Throw - Jump-in
; 󒆓 - э

[statedef 1420]
type=a
movetype=a
physics=n
anim=1420
juggle=8
ctrl=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=0,24
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,2
	channel=1
[state 0]
	type=veladd
	trigger1=1
	y=0.5

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,st
	priority=5,miss
	getpower=80,40
	hitflag=m-
	numhits=1
	hitonce=1
	sparkno=(var(31):=-1)
	p1facing=1
	p2facing=1
	p1stateno=1160
	p2stateno=1170
	p2getp1state=1
	hitsound=-1
	fall=1
	fall.recover=0
	id=1100

[state 0]
	type=changestate
	trigger1=(vel y>0) && (pos y+vel y>=0)
	value=1421 ;; land ; n


;--------------------
; Land
; n

[statedef 1421]
type=s
movetype=i
physics=s
anim=1421
velset=4,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=posadd
	trigger1=(animelem=2)||(animelem=3)||(animelem=4)
	x=8 *const(size.xscale)
[state 0]
	type=velset
	trigger1=(animelem=4,>=0)
	x=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------------
;--------------------
; Fall-Down / Cancel
; ߗ / LZ

[statedef 1430]
type=a
movetype=i
physics=n
anim=1430
poweradd=0
velset=0,0
ctrl=0

[state 0]
	type=veladd
	trigger1=(animelem=3,>0)
	y=0.56
[state 0]
	type=playsnd
	trigger1=(animelem=3,=1)
	value=0,13
	channel=0
[state 0]
	type=changestate
	trigger1=(animelem=3,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=52


;--------------------
;--------------------
; Air-Kick
; 󒆏R

[statedef 1440]
type=a
movetype=a
physics=n
anim=1440
juggle=7
ctrl=0
[state 0]
	type=playsnd
	trigger1=time=5
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=time=5
	value=f200,3
	channel=1
[state 0]
	type=veladd
	trigger1=1
	y=0.5

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
	damage=100,12
	animtype=diagup
	air.animtype=diagup
	fall.animtype=diagup
	ground.type=low
	air.type=low
	getpower=60,30
	guardflag=m
	hitflag=maf
	hitsound=300,4
	guardsound=41,0
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-15
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-4,-8
	air.velocity=   -4,-8
	guard.velocity=-12
	yaccel=0.5
	fall=1
	fall.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1441 ;; Land ; n


;--------------------
; Land
; n

[statedef 1441]
type=s
movetype=i
physics=s
anim=1441
velset=0,0
ctrl=0
[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=afterimagetime
	trigger1=animtime=0
	time=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1






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

;--------------------
; Ten-gu-Daoshi (Air-Throw)
; V| (󒆓)

[statedef 1500]
type=a
movetype=a
physics=a
anim=1500
poweradd=80
ctrl=0

[state 0]
	type=posadd
	trigger1=(animelem=3)
	x=4
[state 0]
	type=varset
	trigger1=time=0
	var(5)=ifelse(command="sp1", 0, 1)

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,st
	priority=5,miss
	getpower=100,50
	hitflag=af
	numhits=0
	hitonce=1
	sparkno=(var(31):=-1)
	p1facing=1
	p2facing=1
	p1stateno=1530
	p2stateno=1540
	p2getp1state=1
	hitsound=-1
	fall=1
	fall.recover=1
	id=1500
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=8)
	movetype=i
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=0,0
	channel=0


;--------------------
; Throw - P1
;  - P1

[statedef 1530]
type=a
movetype=a
physics=n
anim=1530
velset=0,0
ctrl=0

;---
[state 0] ; grab_spark
	type=helper
	trigger1=(time=1) && (sysfvar(0)>0)
	id=152080
	stateno=152080
	postype=p1
	pos=floor(22*const(size.xscale)),floor(-75*const(size.yscale))
	size.xscale=1.25 ;w
	size.yscale=1.25 ;h
	size.height=101 ;type
	persistent=0
;---
[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=screenbound
	trigger1=(animelem=3,>0)
	value=1
	movecamera=0,0
;---; no screenbound switch
[state 0]
	type=explod
	trigger1=(animelem=3,>0) && !ishelper
	anim=0
	scale=0,0
	id=920851 ;; ## switch_id
	removetime=1
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=1540
;---
;[state 0]
;	type=width
;	trigger1=1
;	value=36,36
;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(40*const(size.xscale)),floor(-55*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=0,floor(-55*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(10*const(size.xscale)),floor(-75*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0)
	pos=floor(15*const(size.xscale)),floor(-70*const(size.yscale))
	time=1
;---
[state 0]
	type=velset
	trigger1=(animelem=3)
	x= 1+frontedgebodydist /16.0
	y=-5
[state 0]
	type=veladd
	trigger1=(animelem=3,>0)
	y=0.5
;---
[state 0]
	type=changestate
	trigger1=(animelem=3,>0) && ((frontedgebodydist<=0) || time>66)
	value=1531 ;; ; Hit-On-Wall ; ʒ[Փ


;--------------
; Hit-On-Wall
; ʒ[Փ

[statedef 1531]
type=a
movetype=a
physics=n
anim=1531
velset=0,0
ctrl=0

;---
[state 0] ; hit_spark
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(50*const(size.xscale)),floor(-50*const(size.yscale))
	size.height=3 ;; hit_spark
	ignorehitpause=1
	persistent=0
	facing=-1
;---
[state 0]
	type=playsnd
	trigger1=!time
	value=f300,3
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=1541
[state 0]
	type=targetlifeadd
	trigger1=!time
	value=-40
	kill=0
;---
[state 0]
	type=envshake
	trigger1=!time
	time=15
;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(15*const(size.xscale)),floor(-70*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(25*const(size.xscale)),floor(-55*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(20*const(size.xscale)),floor(-35*const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(-15*const(size.xscale)),floor(-30*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=5,>=0) && (animelem=6,<0)
	pos=floor(-10*const(size.xscale)),floor(-30*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=6,>=0)
	pos=floor(5*const(size.xscale)),floor(-55*const(size.yscale))
	time=1
;---
[state 0]
	type=turn
	trigger1=(animelem=4)
[state 0]
	type=targetfacing
	trigger1=(animelem=4)
	value=1
;---
[state 0]
	type=screenbound
	trigger1=1
	value=1
	movecamera=0,0
;---; no screenbound switch
[state 0]
	type=explod
	trigger1=!ishelper
	anim=0
	scale=0,0
	id=920851 ;; ## switch_id
	removetime=1
;---
[state 0]
	type=velset
	trigger1=animtime=0
	x= 3
	y=-4
[state 0]
	type=changestate
	trigger1=animtime=0
	value=1532


;--------------
; Fall
; 

[statedef 1532]
type=a
movetype=a
physics=n
anim=1532
ctrl=0

[state 0]
	type=playsnd
	trigger1=!time
	value=0,27
	channel=0
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=1542
;---
[state 0]
	type=screenbound
	trigger1=1
	value=1
	movecamera=0,0
;---; no screenbound switch
[state 0]
	type=explod
	trigger1=!ishelper
	anim=0
	scale=0,0
	id=920851 ;; ## switch_id
	removetime=1
;---
;[state 0]
;	type=width
;	trigger1=1
;	value=28,0
;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(10*const(size.xscale)),floor(-70*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(15*const(size.xscale)),floor(-70*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(25*const(size.xscale)),floor(-45*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0)
	pos=floor(20*const(size.xscale)),floor(-30*const(size.yscale))
	time=1
;---
[state 0]
	type=veladd
	trigger1=1
	y=0.75
[state 0]
	type=targetfacing
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=-1
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1533 ;; Hit-On-Ground ; nʏՓ


;--------------
; Hit-On-Ground
; nʏՓ

[statedef 1533]
type=s
movetype=a
physics=s
anim=1533
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=1141
[state 0]
	type=targetstate
	trigger1=(animelem=3)
	value=1142
;---
[state 0]
	type=nothitby
	trigger1=1
	value=sca
;--
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(20*const(size.xscale)),floor(-20*const(size.yscale))
	time=1
;---
[state 0] ; ground_wave
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	pos=floor(20*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=5

;---
[state 0]
	type=targetlifeadd
	trigger1=time=8
	value=-110
[state 0]
	type=hitadd
	trigger1=time=8
	value=1
;[state 0]
;	type=envshake
;	trigger1=time=8
;	time=15
;---

[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	statetype=a
	physics=n
[state 0]
	type=velset
	trigger1=(animelem=3)
	x=-3.5
	y=-4
[state 0]
	type=veladd
	trigger1=(animelem=3,>0)
	y=0.45
[state 0]
	type=changestate
	trigger1=(animelem=5,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1151 ;; Land ; n




;--------------------
; Throw - P2
; 蓮 - P2

[statedef 1540]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=1540
;---
[state 0]
	type=screenbound
	trigger1=1
	value=1
	movecamera=0,0
;---; no screenbound switch
[state 0]
	type=explod
	trigger1=!ishelper
	anim=0
	scale=0,0
	id=920851 ;; ## switch_id
	removetime=1


;--------------
; Hit-On-Wall - P2
; ʒ[Փ - P2

[statedef 1541]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=1541
;---
[state 0]
	type=screenbound
	trigger1=1
	value=1
	movecamera=0,0
;---; no screenbound switch
[state 0]
	type=explod
	trigger1=!ishelper
	anim=0
	scale=0,0
	id=920851 ;; ## switch_id
	removetime=1


;--------------
; Fall - P2
;  - P2

[statedef 1542]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=1542
;---
[state 0]
	type=screenbound
	trigger1=1
	value=1
	movecamera=0,0
;---; no screenbound switch
[state 0]
	type=explod
	trigger1=!ishelper
	anim=0
	scale=0,0
	id=920851 ;; ## switch_id
	removetime=1






;[EOF]
