
;-----------------
; KEZ
; special
;-----------------

;-----------------
; ^CK[Vbg
; Tiger Shot / Tiger Shot-high

[statedef 1000]
type=s
movetype=a
physics=s
anim=1000
;; 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=playsnd
	trigger1=(time=2)
	value=0,10
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=2,0 ;; ex
	channel=1
;---
[state 0]
	type=explod
	trigger1=(animelem=2,<0)
	trigger1=1|| var(6):=5 || var(7):=-83 || fvar(1):=0.5
	trigger2=(animelem=2,>=0) && (animelem=3,<0)
	trigger2=1|| var(6):=-18 || var(7):=-73 || fvar(1):=0.55
	anim=1010
	sprpriority=3
	postype=p1
	pos=floor(var(6)*const(size.xscale)),floor(var(7)*const(size.yscale))
	scale=fvar(1),fvar(1)
	vfacing=ifelse(random<500,1,-1)
	bindid=id
	bindtime=-1
	removetime=1
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=2,<0)
	anim=1010
	sprpriority=3
	postype=p1
	pos=floor(43*const(size.xscale)),floor(var(7)*const(size.yscale))
	scale=fvar(1),fvar(1)
	vfacing=ifelse(random<500,1,-1)
	bindid=id
	bindtime=-1
	removetime=1
	removeongethit=1
;---
[state 0]
	type=explod
	trigger1=(animelem=3,>=0) && (animelem=3,<4)
	anim=1010
	sprpriority=3
	postype=p1
	pos=floor(70*const(size.xscale)),floor(-88*const(size.yscale))
	scale=2.00,0.05*(5-animelemtime(3))
	vfacing=ifelse(random<500,1,-1)
	bindid=id
	bindtime=-1
	removetime=1
	removeongethit=1
;---
;---
[state 0]
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=1000
	size.height=20222;;<-(removetime+options)
	pos=floor(115*const(size.xscale)),floor(-91*const(size.yscale))
	stateno=91000
	size.head.pos=1005,1006;;<-anim,hitanim
	size.mid.pos=ifelse(var(5),6000,4000),0;;<-speed_x,y(1/1000)
	size.ground.front=1006;;<-max_hits/miss_time
	size.ground.back=800008+var(5)*50002+var(2)*200002;;<-damage hit/guard
	size.air.front=600550;; <vel_x,y_hit
	size.air.back= 620530;; <vel_x,y_guard
	size.shadowoffset=2;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=ifelse(var(5),1.2,1)
	size.yscale=ifelse(var(5),1.2,1)
;---
[state 0]
	type=projectile
	trigger1=(animelem=3) && (sysfvar(0)<=0)
	projid=91000
	projanim=1005
	projhitanim=1006
	projpriority=1
	projsprpriority=3
	projscale=ifelse(var(5),1.2,1),ifelse(var(5),1.2,1)
	projremovetime=222
	projhits=1
	offset=floor(115*const(size.xscale)),floor(-91*const(size.yscale))
	velocity=ifelse(var(5),6,4), 0
	attr=a,sp
	damage=80+var(5)*5+var(2)*20,10+var(2)*2
	hitflag=haf ;; maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	ground.type=high
	air.type=low
	pausetime=9,10
	sparkno=3
	guard.sparkno =41
	hitsound=5,4
	guardsound=6,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-9
	air.velocity=   -5,-4
	guard.velocity= -11
	air.juggle=8
	getpower=0,0
	fall=0
	air.fall=1
	fall.recover=0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changeanim
	triggerall=(animelem=4,<0)
	trigger1=(animelem=3,=28) && !var(5)
	trigger2=(animelem=3,=32) && var(5)
	value=anim
	elem=4
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-----------------
; Oh^CK[Vbg
; Ground Tiger Shot / Tiger Shot-low

[statedef 1050]
type=c
movetype=a
physics=c
anim=1050
poweradd=100
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp4_s",1,0)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(random<500)

[state 0]
	type=playsnd
	trigger1=(time=2)
	value=0,10
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=2,0 ;; ex
	channel=1
;---
[state 0]
	type=explod
	trigger1=(animelem=2,<0)
	trigger1=1|| var(6):=-12 || var(7):=-52 || fvar(1):=0.5
	trigger2=(animelem=2,>=0) && (animelem=3,<0)
	trigger2=1|| var(6):=-36 || var(7):=-42 || fvar(1):=0.55
	anim=1010
	sprpriority=3
	postype=p1
	pos=floor(var(6)*const(size.xscale)),floor(var(7)*const(size.yscale))
	scale=fvar(1),fvar(1)
	vfacing=ifelse(random<500,1,-1)
	bindid=id
	bindtime=-1
	removetime=1
	removeongethit=1
[state 0]
	type=explod
	trigger1=(animelem=2,<0)
	anim=1010
	sprpriority=3
	postype=p1
	pos=floor(25*const(size.xscale)),floor(var(7)*const(size.yscale))
	scale=fvar(1),fvar(1)
	vfacing=ifelse(random<500,1,-1)
	bindid=id
	bindtime=-1
	removetime=1
	removeongethit=1
;---
[state 0]
	type=explod
	trigger1=(animelem=3,>=0) && (animelem=3,<4)
	anim=1010
	sprpriority=3
	postype=p1
	pos=floor(70*const(size.xscale)),floor(-50*const(size.yscale))
	scale=2.00,0.05*(5-animelemtime(3))
	vfacing=ifelse(random<500,1,-1)
	bindid=id
	bindtime=-1
	removetime=1
	removeongethit=1
;---
;---
[state 0]
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=1000
	size.height=222;;<-(removetime+options)
	pos=floor(115*const(size.xscale)),floor(-50*const(size.yscale))
	stateno=91000
	size.head.pos=1005,1006;;<-anim,hitanim
	size.mid.pos=ifelse(var(5),6000,4000),0;;<-speed_x,y(1/1000)
	size.ground.front=1006;;<-max_hits/miss_time
	size.ground.back=800008+var(5)*50002+var(2)*200002;;<-damage hit/guard
	size.air.front=600550;; <vel_x,y_hit
	size.air.back= 620530;; <vel_x,y_guard
	size.shadowoffset=2;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=ifelse(var(5),1.2,1)
	size.yscale=ifelse(var(5),1.2,1)
;---
[state 0]
	type=projectile
	trigger1=(animelem=3) && (sysfvar(0)<=0)
	projid=91000
	projanim=1005
	projhitanim=1006
	projpriority=1
	projsprpriority=3
	projscale=ifelse(var(5),1.2,1),ifelse(var(5),1.2,1)
	projremovetime=222
	projhits=1
	offset=floor(115*const(size.xscale)),floor(-50*const(size.yscale))
	velocity=ifelse(var(5),6,4), 0
	attr=a,sp
	damage=80+var(5)*5+var(2)*20,10+var(2)*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=3)
	movetype=i
[state 0]
	type=changeanim
	triggerall=(animelem=4,<0)
	trigger1=(animelem=3,=28) && !var(5)
	trigger2=(animelem=3,=32) && var(5)
	value=anim
	elem=4
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1





;-----------------
; ^CK[Abp[Jbg
; Tiger Uppercut / Tiger Blow


[statedef 1100]
type=s
movetype=a
physics=s
anim=1100
juggle=8
poweradd=120
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)=(random<500)
[state 0]
	type=varset
	trigger1=!time && (command!="sp1") && (command!="sp1_s") && sysfvar(4)<1
	var(5)=1 ;; for_striker / partner_asisst

[state 0]
	type=nothitby
	trigger1=(animelem=2,<0)
	trigger2=(animelem=4,<0) && var(5)
	value=sca,na,sa,ha,np,sp,hp
	ignorehitpause=1

;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=0,11
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,2
	channel=1

[state 0]
	type=posadd
	trigger1=(animelem=3)
	x=12 *const(size.xscale)
;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-6*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75

[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	statetype=a
	physics=n
[state 0]
	type=velset
	trigger1=(animelem=3)
	x= ifelse(var(5),10.5,5)
	y=-ifelse(var(5),11,9)
[state 0]
	type=veladd
	trigger1=(animelem=3,>0)
	y=ifelse(var(5),0.625,0.7)
[state 0]
	type=velmul
	trigger1=1
	x=0.825
[state 0]
	type=velset
	trigger1=(animelem=7)
	x=0
;---
[state 0]
	type=changeanim
	trigger1=(animelem=5) && !var(5)
	value=anim
	elem=7

;---
[state 0]
	type=hitdef
	trigger1=((animelem=2)||(animelem=3)||(animelem=4)||(animelem=5)||(animelem=6)) && (!movecontact) && !var(5)
	attr=s,sa
	damage=200+var(2)*75,20+var(2)*5
	animtype=diagup
	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,-ifelse((animelem=2),35,75)
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=-1.8,-7
	air.velocity=   -1.8,-7
	guard.velocity= -7
	yaccel=0.5
	fall=1
	fall.recover=0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 30510500 +ifelse((animelem=2),35,75) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=hitdef
	trigger1=(animelem=2) && var(5)
	attr=s,sa
	damage=80+var(2)*20,10+var(2)*2
	animtype=back
	air.animtype=back
	fall.animtype=back
	getpower=40,20
	guardflag=m
	hitflag=maf
	hitsound=300,4
	guardsound=41,0
	pausetime=11,11
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-35
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=-1.8,-8
	air.velocity=   -1.8,-8
	guard.velocity= -7
	yaccel=0.5
	fall=1
	fall.recover=0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 30510535 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=((animelem=3)||(animelem=4)||(animelem=5)||(animelem=6)) && var(5)
	attr=a,sa
	damage=40+var(2)*15,8+var(2)*2
	animtype=back
	air.animtype=back
	fall.animtype=back
	getpower=40,20
	guardflag=ma
	hitflag=maf
	hitsound=300,4
	guardsound=41,0
	pausetime=11,11
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-75
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=-1.8,-8
	air.velocity=   -1.8,-8
	guard.velocity= -7
	yaccel=0.5
	fall=1
	fall.recover=0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 45510575 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i
[state 0]
	type=changestate
	trigger1=(animelem=3,>0)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1105


;-----------------
; ʒn
; land

[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=11
	ctrl=1





;-----------------
; ^CK[NbV
; Tiger Crush

[statedef 1200]
type=s
movetype=a
physics=s
anim=1200
juggle=8
poweradd=120
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=hitby
	trigger1=(animelem=3,<0)
	value=sca,nt,st,ht

[state 0]
	type=varset
	trigger1=!time
	var(5)=ifelse(command="sp3",0,1)
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=((p2bodydist x>42) || random<320)

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,12
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,3
	channel=1

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,sa
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	damage=80+var(2)*15,10+var(2)*2
	getpower=60,30
	guardflag=ma
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-25
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=-5
	air.velocity=   -5,-6
	yaccel=0.5
	air.fall=1
	fall.recover=0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 30510525 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animtime=0) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-6*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75

[state 0]
	type=changestate
	trigger1=animtime=0
	value=1201

;-----------------
[statedef 1201]
type=a
movetype=a
physics=n
anim=1201
ctrl=0
movehitpersist=1

[state 0]
	type=velset
	trigger1=!time
	x= ifelse(var(5),12,6)
	y=-8

[state 0]
	type=veladd
	trigger1=1
	y=1
[state 0]
	type=posadd
	trigger1=(animelem=4)
	x=10 *const(size.xscale)
[state 0]
	type=velset
	trigger1=(animelem=4)
	x=1
	y=0

;---
[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,sa
	damage=80+var(2)*15,10+var(2)*2
	animtype=back
	air.animtype=back
	fall.animtype=back
	air.type=low
	getpower=60,30
	guardflag=ma
	hitflag=maf
	hitsound=300,4
	guardsound=41,0
	pausetime=13,13
	;ad; sparkno=3+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-65
	ground.type=low
	ground.slidetime=18
	ground.hittime=20
	air.hittime=20
	ground.velocity=-ifelse(var(5),7,5),-5
	air.velocity=   -ifelse(var(5),6,5),-5
	guard.velocity= -11
	yaccel=0.5
	fall=1
	fall.recover=0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=3 || var(30):= 510565 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=(time>0) && (pos y+vel y>=0) && (vel y>0)
	value=1105



;[EOF]
