
; v5 : temp / level
; v6-7: temp

; Special


;--------------
; Akcx

[statedef 1000]
type=c
movetype=a
physics=c
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)=(p2bodydist x>80 || random<360)
;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,10
	channel=0
[state 0]
	type=changestate
	trigger1=(animtime=0) || ((time>4) && !var(5))
	value=1001

;--------------
[statedef 1001]
type=c
movetype=a
physics=n
anim=1001
ctrl=0

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

;---
;--- eff
[state 0]
	type=explod
	trigger1=1
	anim=1010+((time/3)%2)
	postype=p1
	pos=floor(86*const(size.xscale)),floor(-20*const(size.yscale))
	sprpriority=3
	ownpal=1
	scale=(var(5)*0.25+0.75)*const(size.xscale), (var(5)*0.25+0.75)*const(size.yscale)
	removetme=1
	ignorehitpause=1
	removeongethit=1
;---
[state 0]
	type=explod
	trigger1=(time%3=1) && numexplod(1000)<9
	id=1000
	anim=1060
	postype=p1
	pos=floor(((random%50)-25)*const(size.xscale)), floor(-(random%50)*const(size.yscale))
	sprpriority=3
	ownpal=1
	scale=(gametime%8)*0.1+0.5, (gametime%8)*0.1+0.5
	vel=-(random%8)*0.1-0.2, ((random%7)-3)*0.1
	ignorehitpause=1
	removeongethit=1

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

;---
[state 0]
	type=velset
	trigger1=!time
	x=ifelse(var(5),12,8)
[state 0]
	type=veladd
	trigger1=(time>5) && (vel x>0)
	x=-0.5
[state 0]
	type=velmul
	trigger1=(time>0) && movecontact
	x=0.75

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=c,sa
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	hitflag=maf
	guardflag=l
	damage=90,10
	pausetime=13,13
	;ad; sparkno=6+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-20
	hitsound=300,41
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=-3,-6
	air.velocity=   -3,-6
	guard.velocity= -10
	getpower=100,50
	fall=1
	air.fall=1
	fall.recover=0
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=8 || var(30):= 510520 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(vel x<=1)
	value=1002


;---------------
; stop

[statedef 1002]
type=c
movetype=a
physics=c
anim=1002
velset=0,0
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(12*const(size.xscale)),0
	size.xscale=-0.35
	size.yscale= 0.35

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







;---------------
; cx

[statedef 1100]
type=s
movetype=a
physics=s
anim=1100
sprpriority=2
juggle=7
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp5_s", 1, 0)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(p2bodydist x>80 || random<250)
;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,11
	channel=0

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1101

;--------------
[statedef 1101]
type=a
movetype=a
physics=n
anim=1101
velset=0,0
ctrl=0

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

;---
;--- eff
[state 0]
	type=explod
	trigger1=1
	anim=1020+((time/2)%2)
	postype=p1
	pos=floor(65*const(size.xscale)),floor(-75*const(size.yscale))
	sprpriority=3
	ownpal=1
	scale=const(size.xscale),-const(size.yscale)
	removetme=1
	ignorehitpause=1
	removeongethit=1
;---
[state 0]
	type=explod
	trigger1=(time%3=1) && numexplod(1000)<9
	id=1000
	anim=1060
	postype=p1
	pos=floor(((random%50)-25)*const(size.xscale)), floor(-(random%50)*const(size.yscale))
	sprpriority=3
	ownpal=1
	scale=(gametime%8)*0.1+0.5, (gametime%8)*0.1+0.5
	vel=-vel x*0.25,-vel y*0.25
	ignorehitpause=1
	removeongethit=1

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

;---
[state 0]
	type=velset
	trigger1=!time
	x= ifelse(var(5),12,6)
	y=-ifelse(var(5),6,6)
[state 0]
	type=velmul
	trigger1=time>5
	x=0.975
	y=0.975

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

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=a,sa
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	hitflag=maf
	guardflag=m
	damage=90,10
	pausetime=13,13
	;ad; sparkno=6+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-60
	hitsound=300,41
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=-4,-6
	air.velocity=   -4,-6
	guard.velocity= -10
	getpower=100,50
	fall=1
	air.fall=1
	fall.recover=0
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=8 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=time>16
	value=1102


;--------------
; fall

[statedef 1102]
type=a
movetype=i
physics=n
anim=1102
ctrl=0

[state 0]
	type=velmul
	trigger1=1
	x=0.985
[state 0]
	type=veladd
	trigger1=1
	y=0.7

[state 0]
	type=selfstate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1105

;--------------
; land

[statedef 1105]
type=c
movetype=a
physics=c
anim=1105
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0

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








;---------------
; JCZ
; (ѓ)

[statedef 1200]
type=s
movetype=a
physics=s
anim=1200
sprpriority=2
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp2_s",1,0)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(random<500)

;---
[state 0]
	type=nothitby
	trigger1=1
	value=sca,ap
	time=1
[state 0]
	type=hitby
	trigger1=1
	value=sca,aa,at
	time=1

;---
[state 0]
	type=changeanim
	trigger1=(animelem=1,=2) && !var(5)
	value=anim
	elem=2
[state 0]
	type=changeanim
	trigger1=(animelem=3) && !var(5)
	value=anim
	elem=10

;---
; dash_dust
[state 0]
	type=helper
	trigger1=((animelem=3)||(animelem=10)) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(46*const(size.xscale)),0
	size.xscale=-0.5
	size.yscale= 0.5

;---
;---
[state 0]
	type=playsnd
	trigger1=time=2
	value=0,16
	channel=0
	persistent=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)||(animelem=13)
	value=1,1
	channel=1

;---
[state 0]
	type=explod
	triggerall=(time%3=1) && numexplod(1000)<9
	trigger1=(animelem=4,>=0) && (animelem=9,<0)
	trigger2=(animelem=11,>=0) && (animelem=16,<0)
	id=1000
	anim=1060
	postype=p1
	pos=floor(((random%45)+45)*const(size.xscale)), floor(-30-(random%70)*const(size.yscale))
	sprpriority=3
	ownpal=1
	scale=(gametime%8)*0.1+0.5, (gametime%8)*0.1+0.5
	vel=(random%8)*0.1+0.2, ((random%7)-3)*0.1
	ignorehitpause=1
	removeongethit=1

;--- Reflector
[state 0]
	type=helper
	trigger1=((animelem=4)||(animelem=11)) && (sysfvar(0)>0)
	id=1202
	stateno=1202
	postype=p1
	pos=floor(10*const(size.xscale)),0
	helpertype=normal
	keyctrl=0
;;	ownpal=1

;---
[state 0]
	type=posadd
	trigger1=!time
	x=10*const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=16)
	x=20*const(size.xscale)
;---
[state 0]
	type=velset
	trigger1=(animelem=3,>0) && (animelem=8,<0)
	trigger2=(animelem=9,>0) && (animelem=14,<0)
	x=3
[state 0]
	type=velmul
	trigger1=1
	x=0.85

;---
[state 0]
	type=hitdef
	trigger1=(animelem=5)||(animelem=6)||(animelem=7)
	trigger2=(animelem=12)||(animelem=13)||(animelem=14)
	attr=s,sa
	damage=15,4
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	hitflag=mafp
	guardflag=ma
	pausetime=6,6
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-65
	hitsound=300,4
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-ifelse((animelem=14),12,2)
	air.velocity=   -4,-5
	air.fall=1
	fall.recover=0
	getpower=20,10
	;---
;;	id=1200
;;	nochainid=1200
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510565 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=varset
	trigger1=!time
	var(6)=0
[state 0]
	type=varset
	triggerall=(animelem=10,>0) && (animelem=14,<0)
	trigger1=command="sp2" || command="sp2_s" || ((command="x" || command="y") && command="holdback")
	trigger2=var(51)>0 && (movehit || (movecontact && random<250))
	var(6)=1
	ignorehitpause=1
[state 0]
	type=changestate
	trigger1=(animelem=14) && var(6)
	value=1250
	ignorehitpause=1

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=15)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;--------------
; Reflector-Helper
; ˃wp[

[statedef 1202]
movetype=a
anim=stateno
ctrl=0
;---
[state 0] ; code_set
	type=varset
	trigger1=!time
	var(18)=(var(15):=10311)+(var(16):=10212)+(var(17):=10113) ; ###
;---
;---
[state 0]
	type=hitby
	trigger1=1
	value=sca,ap
	time=1
[state 0]
	type=bindtoparent
	trigger1=1
	pos=floor(10*const(size.xscale)),0
	facing=1
;---
[state 0]
	type=destroyself
	trigger1=time>11





;---------------
; łグ

[statedef 1250]
type=s
movetype=a
physics=s
anim=1250
poweradd=60
velset=0,0
ctrl=0

; dash_dust
[state 0]
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(46*const(size.xscale)),0
	size.xscale=-0.75
	size.yscale= 0.75

;---
[state 0]
	type=explod
	trigger1=(animelem=6,>=0) && (animelem=10,<0)
	trigger1=(time%3=1) && numexplod(1000)<9
	id=1000
	anim=1060
	postype=p1
	pos=floor((45+(random%45))*const(size.xscale)), floor((-10-(random%20)-animelemtime(6)*10)*const(size.yscale))
	sprpriority=3
	ownpal=1
	scale=(gametime%8)*0.1+0.5, (gametime%8)*0.1+0.5
	vel=(random%8)*0.1+0.2, -((random%7)+1)*0.1
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=0,1
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=1,2
	channel=1

;---
[state 0]
	type=velset
	trigger1=(animelem=5,>0) && (animelem=9,<0)
	x=5
[state 0]
	type=velmul
	trigger1=1
	x=0.85

;---
[state 0]
	type=hitdef
	trigger1=(animelem=6)||(animelem=7)||(animelem=8)
	attr=s,sa
	damage=15,4
	animtype=diagup
	air.type=low
	hitflag=mafp
	guardflag=m
	pausetime=6,6
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-40-(animelem=7)*15-(animelem=8)*35
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-3,-7
	air.velocity=   -3,-7
	guard.velocity= -12
	fall=1
	air.fall=1
	fall.recover=0
	yaccel=0.45
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510540 +(animelem=7)*15+(animelem=8)*35 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=9)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1








;--------------
; mamahaha - assist
; Ax-g (-)
; V`Jv-GgD (-΂)

[statedef 1300]
type=s
movetype=i
physics=s
anim=1300
sprpriority=2
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp3_s", 1, ifelse(command="sp4", 2, ifelse(command="sp4_s", 3, 0)))
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(random%4)
;---
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=0,13+(var(5)<2)
	channel=0

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





;--------------
; JCcx ()

[statedef 1400]
type=a
movetype=a
physics=n
anim=1400
sprpriority=2
juggle=8
ctrl=0

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp1",0,1)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(p2bodydist x>80 || random<400)

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,12
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=1,0
	channel=1

[state 0]
	type=velset
	trigger1=1
	x=ifelse(var(5),11,5)
	y=ifelse(var(5),4, 5)

;---
;--- eff
[state 0]
	type=explod
	trigger1=1
	anim=1020+((time/2)%2)
	postype=p1
	pos=floor(40*const(size.xscale)),0
	sprpriority=3
	ownpal=1
	scale=const(size.xscale),const(size.yscale)
	removetme=1
	ignorehitpause=1
	removeongethit=1
;---
[state 0]
	type=explod
	trigger1=(time%3=1) && numexplod(1000)<9
	id=1000
	anim=1060
	postype=p1
	pos=floor(((random%40)-20)*const(size.xscale)), floor(-15-(random%40)*const(size.yscale))
	sprpriority=3
	ownpal=1
	scale=(gametime%8)*0.1+0.5, (gametime%8)*0.1+0.5
	vel=-vel x*0.25,-vel y*0.25
	ignorehitpause=1
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=!time
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	attr=a,sa
	hitflag=maf
	guardflag=ha
	damage=90,10
	pausetime=13,13
	;ad; sparkno=6+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,0
	hitsound=300,41
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=-4,-6
	air.velocity=   -4,-6
	guard.velocity= -12
	getpower=100,50
	fall=1
	air.fall=1
	fall.recover=0
	yaccel=0.5
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=8 || var(30):= 510500 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=-10) && (vel y>0)
	value=1402


;--------------
; land

[statedef 1402]
type=c
movetype=i
physics=c
anim=1002
ctrl=0

[state 0]
	type=velset
	trigger1=!time
	y=0
[state 0]
	type=posset
	trigger1=!time
	y=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=11
	ctrl=1








;--------------
; mamahaha - assist
; V`Jv-A (-)

[statedef 1450]
type=a
movetype=i
physics=n
anim=1501
velset=0,0
ctrl=0

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp2_s",1,0)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(p2bodydist x>80 || random<380)

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,13
	channel=0

[state 0]
	type=veladd
	trigger1=1
	y=-0.25
[state 0]
	type=changestate
	trigger1=time>=5
	value=1504 ;; fall






;---------------
; catch mamahaha
; }}nnɒ͂܂

[statedef 1500]
type=s
physics=s
movetype=i
anim=1500
velset=0,0
ctrl=(var(5):=0)
facep2=1

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1501


;--------------
; jump-up to mamahaha

[statedef 1501]
type=a
movetype=i
physics=n
anim=1501
sprpriority=-2
velset=-1,-6
ctrl=0

[state 0]
	type=hitby
	trigger1=(time<15)
	value=sca,nt,st,ht
[state 0]
	type=playerpush
	trigger1=1
	value=0

[state 0]
	type=velset
	trigger1=numhelper(8000)
	x=-(screenpos x-helper(8000),screenpos x)*0.1*facing
	y=-(pos y-helper(8000),pos y-75)*0.1

[state 0]
	type=changestate
	triggerall=numhelper(8000)
	trigger1=(pos x-helper(8000),pos x=[-8,8]) && (pos y-75-helper(8000),pos y=[-8,8])
	trigger2=time>16
	value=1502

[state 0]
	type=changestate
	trigger1=time>16
	value=1504


;--------------
; catched

[statedef 1502]
type=a
movetype=i
physics=n
anim=1502
sprpriority=0
;; velset=0,-1
ctrl=0

;--- timer
[state 0]
	type=varset
	trigger1=!time
	var(10)=100 ;;+88888;;280 ;;<-timer @@@
;---
[state 0]
	type=velmul
	trigger1=1
	x=0.5
	y=0.5
[state 0]
	type=playsnd
	trigger1=(time=1)
	value=f800,0
	channel=1
[state 0]
	type=playsnd
	trigger1=(time=5)
	value=3,1
	channel=2
[state 0]
	type=changestate
	trigger1=(time=6)
	value=ifelse((var(5)=[200,201]), 3510, 1503)


;---------------
; catching

[statedef 1503]
type=a
movetype=i
physics=n
anim=1503
sprpriority=2
velset=0,0
ctrl=0
facep2=1

;--- timer
[state 0]
	type=varadd
	trigger1=var(10)>0
	var(10)=-1

;---
;--- moving
[state 0]
	type=velmul
	trigger1=1
	x=0.8
	y=0.8
;---
[state 0]
	type=velset
	trigger1=(command="holdfwd")
	x= 2
[state 0]
	type=velset
	trigger1=(command="holdback")
	x=-2
[state 0]
	type=velset
	trigger1=(command="holdup")
	y=-2
[state 0]
	type=velset
	trigger1=(command="holddown")
	y= 2

;---
;--- attack
[state 0]
	type=varset
	trigger1=var(5)
	var(5)=0
[state 0]
	type=varset
	triggerall=roundstate=2
	trigger1=var(51)<1 && (command="x")
	trigger2=var(51)>0 && (p2bodydist x=[-45,45]) && (p2bodydist y=[-80,0]) && random<500
	var(5)=1
[state 0]
	type=varset
	triggerall=roundstate=2
	trigger1=var(51)<1 && (command="a")
	trigger2=var(51)>0 && (p2bodydist x=[-45,45]) && (p2bodydist y=[-10,60]) && random<500
	var(5)=2
[state 0]
	type=varset
	triggerall=roundstate=2
	trigger1=var(51)<1 && (command="y")
	trigger2=var(51)>0 && (p2bodydist x=[-45,45]) && (p2bodydist y=[-40,20]) && random<500
	var(5)=3

; g-|bN (-)
[state 0]
	type=changestate
	triggerall=roundstate=2
	trigger1=var(51)<1 && (command="sp3_s" || command="sp4_s")
	trigger2=var(51)>0 && random<150
	value=1520
;---
;---
[state 0]
	type=turn
	trigger1=(p2dist x<0)

;--- attack
[state 0]
	type=changestate
	trigger1=var(5)
	value=1510
;--- fall / stop
[state 0]
	type=changestate
	trigger1=(command="b")
	trigger2=(screenpos y<-20) || (pos y>=-15) || var(10)<1 || (roundstate>2)
	value=1504 ;; fall





;--------------
;--- attack on mamahaha

[statedef 1510]
type=a
movetype=a
physics=n
anim=1510+var(5)
sprpriority=2
juggle=5
poweradd=30
velset=0,0
ctrl=0

; timer
[state 0]
	type=varadd
	trigger1=!time
	var(10)=-20

;; spark_y
;[state 0]
;	type=varset
;	trigger1=!time
;	var(6)=50-var(5)*20
;---
[state 0]
	type=playsnd
	trigger1=time=2 && random<320
	value=0,(random%2)+1
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2 && (var(5)=1 || var(5)=3)
	value=1,0
	channel=1
[state 0]
	type=playsnd
	trigger1=time=2 && (var(5)=2)
	value=f200,3
	channel=1

;--- moving
[state 0]
	type=velmul
	trigger1=1
	x=0.8
	y=0.8
;---
[state 0]
	type=velset
	trigger1=(command="holdfwd")
	x= 2
[state 0]
	type=velset
	trigger1=(command="holdback")
	x=-2
[state 0]
	type=velset
	trigger1=(command="holdup")
	y=-2
[state 0]
	type=velset
	trigger1=(command="holddown")
	y= 2
;---
[state 0]
	type=posset
	trigger1=(pos y>-15)
	y=-15

;---
[state 0]
	type=hitdef
	trigger1=!time
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	attr=a,na
	hitflag=maf
	guardflag=ma
	damage=80
	pausetime=13,13
	;ad; sparkno=ifelse(var(5)=2,2,6)+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-(var(6):=50-var(5)*20)
	hitsound=300,ifelse(var(5)=2,3,41)
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-8
	air.velocity=   -4,-4
	getpower=100,50
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=ifelse(var(5)=2,2,6) || var(30):= 510500 +var(6) )
	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=1503


;--------------
; g-|bN (-)

[statedef 1520]
type=a
movetype=a
physics=n
anim=1520
ctrl=(var(10):=0)

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,3
	channel=0
	persistent=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=1,0
	channel=1
;---
[state 0]
	type=gravity
	trigger1=1
[state 0]
	type=veladd
	trigger1=(command="holdfwd") && (vel x<5)
	x= 0.3
[state 0]
	type=veladd
	trigger1=(command="holdback") && (vel x>-5)
	x=-0.3

;---
[state 0]
	type=hitdef
	trigger1=(time%2)
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	attr=a,na
	hitflag=maf
	guardflag=ha
	damage=10
	pausetime=9,9
	;ad; sparkno=6+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-25
	hitsound=300,41
	guardsound=41,0
	ground.slidetime=12
	ground.hittime=16
	air.hittime=16
	ground.velocity=-6
	air.velocity=   -3,-3
	getpower=20,10
	;---
	guard.ctrltime=     id +0*(var(31):=6 || var(30):= 510525 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1505


;--------------
; fall

[statedef 1504]
type=a
movetype=i
physics=n
anim=1501
ctrl=(var(10):=0)

[state 0]
	type=velset
	trigger1=!time && (command="holdup")
	y=-6

[state 0]
	type=gravity
	trigger1=1
[state 0]
	type=veladd
	trigger1=(command="holdfwd") && (vel x<5)
	x= 0.3
[state 0]
	type=veladd
	trigger1=(command="holdback") && (vel x>-5)
	x=-0.3

[state 0]
	type=ctrlset
	trigger1=(time=3)
	value=1

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1505


;--------------
; land

[statedef 1505]
type=s
physics=s
movetype=i
anim=1505
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1








;[EOF]
