

;--------------
;--------------
; g

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

[state 0]
	type=varset
	trigger1=!time
	var(5)=(command="sp1_s")
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(p2bodydist x>160 || random<250)
;--- damage
[state 0]
	type=varset
	trigger1=!time
	var(6)=ifelse(var(2),5,10)+var(5)*2
;---
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,10
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=1,0
	channel=1
[state 0]
	type=width
	trigger1=(animelem=5)
	value=28,0
;---
[state 0]
	type=explod
	trigger1=(animelem=5)
	anim=1005
	sprpriority=5
	postype=p1
	pos=floor(74*const(size.xscale)),floor(-57*const(size.yscale))
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	removeongethit=1
;---
[state 0]
	type=helper
	trigger1=(animelem=5,=3) && (sysfvar(0)>0)
	id=1000
	size.height=222;;<-(removetime+options)
	pos=floor(74*const(size.xscale)),floor(-57*const(size.yscale))
	stateno=91000
	size.head.pos=1010+var(5),1060;;<-anim,hitanim
	size.mid.pos=ifelse(var(5),5200,3500),0;;<-speed_x,y(1/1000)
	size.ground.front=1009;;<-max_hits/miss_time
	size.ground.back=var(6)*100002 ;;<-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
	size.yscale=1
;---
[state 0]
	type=projectile
	trigger1=(animelem=5,=3) && (sysfvar(0)<=0)
	projid=91000
	projanim=1010+var(5)
	projhitanim=1060
	projpriority=1
	projsprpriority=3
	projscale=1,1
	projremovetime=222
	projhits=1
	offset=floor(74*const(size.xscale)),floor(-57*const(size.yscale))
	velocity=ifelse(var(5),5.2,3.5), 0
	attr=s,sp
	damage=var(6)*10,var(6)*2
	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=5,>4)
	movetype=i
[state 0]
	type=changestate
	trigger1=(animelem=6) && !var(5)
	trigger2=(animelem=8)
;op;	trigger3=(animtime=0)
	value=0
	ctrl=1


;--------------
;--------------
; ܔMg

[statedef 1010]
type=s
physics=s
movetype=a
anim=1000
sprpriority=2
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=(command="sp2_s")
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(p2bodydist x>160 || random<250)
;--- damage
[state 0]
	type=varset
	trigger1=!time
	var(6)=ifelse(var(2),6,12)+var(5)*2
;---
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,10
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=1,0
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=5,=18)
	value=f300,20
	channel=2
[state 0]
	type=width
	trigger1=(animelem=5)
	value=28,0
;---
[state 0]
	type=explod
	trigger1=(animelem=5)
	anim=1006
	sprpriority=5
	postype=p1
	pos=floor(74*const(size.xscale)),floor(-57*const(size.yscale))
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	removeongethit=1
;---
[state 0]
	type=helper
	trigger1=(animelem=5,=3) && (sysfvar(0)>0)
	id=1000
	size.height=10222;;<-(removetime+options)
	pos=floor(74*const(size.xscale)),floor(-57*const(size.yscale))
	stateno=91000
	size.head.pos=1012,1061;;<-anim,hitanim
	size.mid.pos=ifelse(var(5),5200,3500),0;;<-speed_x,y(1/1000)
	size.ground.front=1012;;<-max_hits/miss_time
	size.ground.back=var(6)*100003 ;;<-damage hit/guard
	size.air.front=600550;; <vel_x,y_hit
	size.air.back= 620530;; <vel_x,y_guard
	size.shadowoffset=ifelse(var(2),3,2) ;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=ifelse(var(5),1.1,1)
	size.yscale=ifelse(var(5),1.1,1)
;---
[state 0]
	type=projectile
	trigger1=(animelem=5,=3) && (sysfvar(0)<=0)
	projid=91000
	projanim=1012
	projhitanim=1061
	projpriority=1
	projsprpriority=3
	projscale=ifelse(var(5),1.1,1),ifelse(var(5),1.1,1)
	projremovetime=222
	projhits=1
	offset=floor(74*const(size.xscale)),floor(-57*const(size.yscale))
	velocity=ifelse(var(5),5.2,3.5), 0
	attr=s,sp
	damage=var(6)*10,var(6)*3
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=9,12
	sparkno=3
	guard.sparkno =41
	hitsound=5,4
	guardsound=6,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-9,-ifelse(var(2),5,0)
	air.velocity=   -5,-5
	guard.velocity= -11
	air.juggle=8
	getpower=0,0
	fall=(var(2)>0)
	air.fall=1
	fall.recover=0
	;---
	palfx.time=32
	palfx.add=210,10,-200
	palfx.mul=200,200,200
	palfx.sinadd=60,40,50,20
	palfx.color=0
	palfx.invertall=1
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5,>4)
	movetype=i
[state 0]
	type=changestate
	trigger1=(animelem=7) && !var(5)
	trigger2=(animelem=9)
;op;	trigger3=(animtime=0)
	value=0
	ctrl=1


;--------------
; a()g
;--------------
[statedef 1050]
type=a
movetype=a
physics=n
anim=1050
sprpriority=2
poweradd=80
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)=(random<350)
;---
[state 0]
	type=changeanim
	trigger1=!time && var(5)
	value=1051
;---
[state 0]
	type=velset
	trigger1=!time
	x=(fvar(1):=vel x)*0
	y=(fvar(2):=vel y)*0
;---
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,0
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	trigger2=(animelem=8) && (anim=1051)
	value=1,0
	channel=1
;---
[state 0]
	type=explod
	trigger1=(animelem=2,>=0) && (animelem=3,<0) && (time%2)
	anim=1062
	postype=p1
	pos=floor(-12*const(size.xscale)),floor(-76*const(size.yscale))
	sprpriority=3
	bindtime=-1
	removetime=1
	scale=0.5,0.5
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=3,>=0) && (animelem=4,<0) && (time%2)
	trigger2=(animelem=7,>=0) && (animelem=8,<0) && (anim=1051) && (time%2)
	anim=1062
	postype=p1
	pos=floor(41*const(size.xscale)),floor(-56*const(size.yscale))
	sprpriority=3
	bindtime=-1
	removetime=1
	scale=0.5,0.5
	removeongethit=1
;---
[state 0]
	type=helper
	trigger1=((animelem=4) || ((animelem=8)&&(anim=1051))) && (sysfvar(0)>0)
	id=1000
	size.height=222;;<-(removetime+options)
	pos=floor(41*const(size.xscale)),floor(-56*const(size.yscale))
	stateno=91000
	size.head.pos=1015,1062;;<-anim,hitanim
	size.mid.pos=4500,4500;;<-speed_x,y(1/1000)
	size.ground.front=1006;;<-max_hits/miss_time
	size.ground.back=500010;;<-damage hit/guard
	size.air.front=600400;; <vel_x,y_hit
	size.air.back= 620400;; <vel_x,y_guard
	size.shadowoffset=2;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=ifelse(var(5),1,0.9)
	size.yscale=ifelse(var(5),1,0.9)
;---
[state 0]
	type=projectile
	trigger1=((animelem=4) || ((animelem=8)&&(anim=1051))) && (sysfvar(0)<=0)
	projid=91000
	projanim=1015
	projhitanim=1062
	projpriority=1
	projsprpriority=3
	projscale=ifelse(var(5),1,0.9),ifelse(var(5),1,0.9)
	projremovetime=222
	projhits=1
	offset=floor(41*const(size.xscale)),floor(-56*const(size.yscale))
	velocity=4.5,4.5
	attr=s,sp
	damage=50,10
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=9,12
	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=40,20
	air.fall=1
	fall.recover=0

;---
[state 0]
	type=velset
	trigger1=(animelem=4) && (anim=1050)
	trigger2=(animelem=8) && (anim=1051)
	x=ifelse(var(5),-3,fvar(1))
	y=ifelse(var(5),-5,fvar(2))
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4) && (anim=1050)
	trigger2=(animelem=8)
	movetype=i
	statetype=a
	physics=a




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

[statedef 1100]
type=s
movetype=a
physics=n
anim=1100
sprpriority=2
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=(command="sp5_s")
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(random<250)
;---
[state 0]
	type=nothitby
	trigger1=1
	value=sca
;---
[state 0]
	type=playsnd
	trigger1=(time=2)
	value=0,11
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,2
	channel=1
;---
[state 0]
	type=posadd
	trigger1=(animelem=3)
	x=20 *const(size.xscale)
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-8*const(size.xscale)),floor(-pos y)
	size.xscale=0.65
	size.yscale=0.65
;---
[state 0]
	type=velset
	trigger1=(animelem=3,=2)
	x= ifelse(var(5),5,3)
	y=-ifelse(var(5),9,5)
[state 0]
	type=statetypeset
	trigger1=(animelem=3,=2)
	value=a
[state 0]
	type=veladd
	trigger1=(animelem=3,>4) && (vel x>0)
	x=-0.5*const(size.xscale)
[state 0]
	type=veladd
	trigger1=(animelem=3,>4)
	y=0.5
;---
[state 0]
	type=hitdef
	trigger1=(animelem=2) || ((animelem=3)&&!movecontact)
	attr=s,sa
	hitflag=maf
	guardflag=m
	animtype=back
	air.animtype=back
	fall.animtype=back
	damage=ifelse(var(5),120,100), ifelse(var(5),20,15)
	getpower=60,30
	pausetime=13,13
	sparkxy=-10,-(var(6):=ifelse((animelem=2),55,80))
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-2,-ifelse(var(5),10,8)
	air.velocity=   -2,-ifelse(var(5),10,8)
	guard.velocity=-12
	fall=1
	fall.recover=0
	yaccel=0.5
;op;	id=1100
;op;	nochainid=1100
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510500 +var(6) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=changestate
	trigger1=(pos y<0) && (vel y>1)
	value=1102


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

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

[state 0]
	type=veladd
	trigger1=(vel x>0)
	x=-0.5*const(size.xscale)
[state 0]
	type=veladd
	trigger1=1
	y=0.5
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1105


;--------------
;  n

[statedef 1105]
type=s
movetype=i
physics=s
anim=1105
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



;--------------
;--------------
; (o)

[statedef 1110]
type=s
movetype=a
physics=n
anim=1110
sprpriority=2
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=(command="sp5_s")
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(random<250)
;---
[state 0]
	type=nothitby
	trigger1=1
	value=sca
;---
[state 0]
	type=playsnd
	trigger1=(time=2)
	value=0,11
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=f200,2
	channel=1
;---
[state 0]
	type=posadd
	trigger1=(animelem=4)
	x=20 *const(size.xscale)
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=4) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-8*const(size.xscale)),floor(-pos y)
	size.xscale=0.65
	size.yscale=0.65
;---
[state 0]
	type=velset
	trigger1=(animelem=4)
	x= ifelse(var(5),5,3)
	y=-ifelse(var(5),9,5)
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	value=a
[state 0]
	type=veladd
	trigger1=(animelem=4,>2) && (vel x>0)
	x=-0.5*const(size.xscale)
[state 0]
	type=veladd
	trigger1=(animelem=4,>2)
	y=0.5
;---
[state 0]
	type=hitdef
	trigger1=(animelem=2)||(animelem=3)||(animelem=4)
	attr=s,sa
	hitflag=maf
	guardflag=m
	animtype=back
	air.animtype=back
	fall.animtype=back
	damage=ifelse(var(5),50,40), ifelse(var(5),8,5)
	getpower=60,30
	pausetime=13,13
	sparkxy=-10,-(var(6):=ifelse((animelem=2),48,ifelse((animelem=3),62,80)))
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-2,-ifelse(var(5),10,8)
	air.velocity=   -2,-ifelse(var(5),10,8)
	guard.velocity=-12
	fall=1
	fall.recover=0
	yaccel=0.5
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510500 +var(6) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=changestate
	trigger1=(pos y<0) && (vel y>1)
	value=1102




;--------------
;--------------
; r

[statedef 1200]
type=a
movetype=a
physics=n
anim=1200
juggle=ifelse(var(2),7,8)
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=(command="sp4_s")
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(random<500)
;---
[state 0]
	type=playsnd
	trigger1=(time=1)
	value=0,12
	channel=0

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

[state 0]
	type=velset
	trigger1=!time
	x= 3
	y=-6
[state 0]
	type=veladd
	trigger1=time
	y=0.35
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=1205


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

[statedef 1205]
type=a
movetype=a
physics=n
anim=ifelse(var(2),1220,1205)
velset=0,0
ctrl=0

[state 0]
	type=varset
	trigger1=!time
	var(6)=ifelse(var(5),3,1)
[state 0]
	type=velset
	trigger1=!time
	x=ifelse(var(5),4,3)
;---
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,3
	channel=1
;---
[state 0]
	type=hitdef
	triggerall=(animelem=1)||(animelem=3)
	trigger1=!numtarget(1200)
	trigger2=numtarget(1200) && !movehit
	trigger3=var(2)
	attr=s,sa
	hitflag=maf
	guardflag=ma
	animtype=back
	air.animtype=back
	fall.animtype=back
	damage=ifelse(var(2),50,120),10
	getpower=ifelse(var(2),30,60),ifelse(var(2),10,30)
	pausetime=13,13
	sparkxy=-10,-52
	hitsound=300,4
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-ifelse(var(2),2,3),-7
	air.velocity=   -ifelse(var(2),2,3),-5
	guard.velocity= -9
	fall=1
	fall.recover=0
	p2facing=ifelse(p2dist x>-1,1,-1)
	id=1200
;op;x;	nochainid=1200
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510552 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=varadd
	trigger1=animtime=0
	var(6)=-1
[state 0]
	type=changestate
	trigger1=animtime=0 && var(6)<1
	value=1206


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

[statedef 1206]
type=a
movetype=i
physics=a
anim=1206
ctrl=0
[state 0]
	type=velmul
	trigger1=1
	x=0.95





;--------------
;--------------
; 󒆗r

[statedef 1210]
type=a
movetype=a
physics=a
anim=1200
sprpriority=2
juggle=7
poweradd=80
ctrl=0
[state 0]
	type=changeanim
	trigger1=!time
	value=anim
	elem=2
[state 0]
	type=playsnd
	trigger1=(time=1)
	value=0,12
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=1215


;--------------
; 󒆐

[statedef 1215]
type=a
movetype=a
physics=a
anim=ifelse(var(2),1220,1205)
ctrl=0

[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,3
	channel=1
;---
[state 0]
	type=hitdef
	trigger1=(animelem=1)||(animelem=3)
	attr=a,sa
	hitflag=maf
	guardflag=ma
	animtype=back
	air.animtype=back
	fall.animtype=back
	damage=50,10
	getpower=20,10
	pausetime=13,13
	sparkxy=-10,-52
	hitsound=300,4
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-2,-7
	air.velocity=   -2,-6
	guard.velocity= -9
	fall=1
	fall.recover=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510552 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	trigger2=time>16 ;; 2 tick x 4 elem x 2 times
	value=1206




;--------------
;--------------
; i|R

[statedef 1300]
type=s
physics=n
movetype=a
anim=1300
sprpriority=2
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=(command="sp3_s")
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(p2movetype=h || random<333)
;---
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=0,0
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=f200,3
	channel=1
;---
[state 0]
	type=posadd
	trigger1=(animelem=1) && (p2bodydist x>18)
	x=floor(22*const(size.xscale))
[state 0]
	type=posadd
	trigger1=(animelem=2) && (p2bodydist x>10)
	x=floor(15*const(size.xscale))
[state 0]
	type=posadd
	trigger1=(animelem=3) && (p2bodydist x>28)
	x=floor(36*const(size.xscale))
[state 0]
	type=posadd
	trigger1=(animelem=12)
	x=floor(8*const(size.xscale))
;---
[state 0]
	type=velset
	trigger1=(animelem=6)
	x=ifelse(var(5),9,3)
[state 0]
	type=velmul
	trigger1=(animelem=6,>0)&&(animelem=9,<0)
	x=0.825
[state 0]
	type=velset
	trigger1=(animelem=9)
	x=0
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=5) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-12*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65
;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=s,sa
	damage=ifelse(var(5),120,100),20
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	guardflag=m
	hitflag=maf
	pausetime=13,13
	sparkxy=-10,-73
	hitsound=300,4
	guardsound=41,0
	ground.type=high
	sir.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-7,-7
	air.velocity=   -7,-7
	guard.velocity=-15
	getpower=60,30
	fall=1
	fall.recover=0
	yaccel=0.5
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510573 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=8)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;--------------
;--------------
; nr

[statedef 1400]
type=a
movetype=a
physics=n
anim=770
juggle=4
poweradd=80
velset=0,0
ctrl=0
movehitpersist=1

[state 0]
	type=changeanim
	trigger1=(time<9) && (!movecontact)
	value=anim

[state 0]
	type=posfreeze
	trigger1=(animelem=2,<0)
[state 0]
	type=velset
	trigger1=(animelem=2)
	x=5
	y=7
[state 0]
	type=veladd
	trigger1=(animelem=2,>=0)
	x=vel x *0.035
	y=vel y *0.035
[state 0]
	type=velset
	trigger1=(pos y>=0)
	x=0

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

[state 0]
	type=hitdef
	trigger1=(time>=4)
	attr=a,sa
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=90,10
	hitflag=maf
	guardflag=ha
	pausetime=13,13
	sparkxy=-10,-20
	hitsound=300,3
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=10
	ground.hittime=18
	air.hittime=18
	ground.velocity=-4
	air.velocity=   -3,-5
	guard.velocity= -6
	air.fall=1
	air.recover=0
	getpower=40,20
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510520 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=52
	ctrl=1




;--------------
;--------------
; ܋r

[statedef 1500]
type=s
movetype=a
physics=s
anim=1500
sprpriority=2
juggle=8
poweradd=100
velset=0,0
ctrl=0
facep2=1
;---
[state 0]
	type=width
	trigger1=(animelem=4,<0)
	player=floor((40-const(size.ground.front))*const(size.xscale))
[state 0]
	type=posadd
	trigger1=(animelem=1)
	x=ifelse(p2bodydist x>=40, 40, p2bodydist x) *const(size.xscale)

[state 0]
	type=width
	trigger1=(animelem=6,>=0)&&(animelem=7,<0)
	player=floor(10 *const(size.xscale))
[state 0]
	type=width
	trigger1=(animelem=7,>=0)&&(animelem=8,<0)
	player=floor(20 *const(size.xscale))
[state 0]
	type=width
	trigger1=(animelem=8,>=0)&&(animelem=9,<0)
	player=floor(30 *const(size.xscale))
[state 0]
	type=posadd
	trigger1=(animelem=7)
	x=55 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=9)
	x=ifelse(p2bodydist x>=32, 32, p2bodydist x) *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=13)
	x=ifelse(p2bodydist x>=25, 25, p2bodydist x) *const(size.xscale)
;---
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=0,0
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=f200,3
	channel=1
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=6) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-16*const(size.xscale)),0
	size.xscale=0.65
	size.yscale=0.65
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=9) && (sysfvar(0)>0)
	pos=floor(55*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=3
;---
[state 0]
	type=hitdef
	trigger1=(animelem=9)
	attr=s,sa
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=100,20
	hitflag=maf
	guardflag=ma
	pausetime=15,15
	sparkxy=-10,-10
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-5
	air.velocity=   -3,-5
	guard.velocity= -11
	fall=0
	air.fall=1
	air.recover=0
	fall.recover=0
	yaccel=0.5
	ground.cornerpush.veloff=0
	air.cornerpush.veloff=0
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510510 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=10)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1




;--------------
;--------------
; CM

[statedef 1600]
type=s
physics=s
movetype=i
anim=1600
velset=0,0
ctrl=0

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp7_f1",12,ifelse(command="sp7_b1",-12,ifelse(command="sp7_f2",8,-8)))
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=ifelse(p2bodydist x>200 || backedgedist<58, 12, ifelse((p2bodydist x=[50,200]), -12, ifelse(p2bodydist x<50, 8, -8) ) )

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

[state 0]
	type=velset
	trigger1=!time || (animelem=6) || (animelem=11)
	x=ifelse((animelem=11),var(5),ifelse(time=0,3,-3))
[state 0]
	type=veladd
	trigger1=(animelem=11,>0)
	x=ifelse(vel x>0,-0.24,0.24)

[state 0]
	type=statetypeset
	trigger1=(animelem=11)
	physics=n
	statetype=a

[state 0]
	type=nothitby
	trigger1=((animelem=8,>=0) && var(51)<1) || var(51)>0
	trigger2=(prevstateno=1500) ;;܋r
	value=sca
[state 0]
	type=playerpush
	trigger1=1
	value=0

[state 0]
	type=turn
	trigger1=(p2dist x<-5)

[state 0]
	type=afterimage
	trigger1=!time
	time=ifelse(var(5)=12 || var(5)=-12, 64, 49)
	length=16
	timegap=1
	framegap=5
	palbright=1,1,1
	palcontrast=128,128,128
	paladd=0,0,0
	palmul=1,1,1
;op;	trans=add1

;---
[state 0]
	type=varset
	trigger1=!time
	var(6)=0
[state 0]
	type=varset
	trigger1=time>20 && (frontedgedist<5 || backedgedist<5 ||((var(5)=12 || var(5)=-12) && time=65) ||((var(5)=8 || var(5)=-8) && time=50))
	var(6)=1

[state 0]
	type=posset
	trigger1=(animelem=11) || var(6)
	y=ifelse((animelem=11),-1,0)

[state 0]
	type=afterimagetime
	trigger1=var(6)
	time=0
[state 0]
	type=changestate
	trigger1=var(6)
	value=0
	ctrl=1






;[EOF]
