
; hyper / super

;--------------
; ^g - 
; super-hadou - charging

[statedef 3000]
type=s
movetype=i
physics=s
anim=1000
sprpriority=1
poweradd=0
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=nothitby
	trigger1=time=0
	value=sca,na,sa,ha,np,sp,hp
	time=ifelse(var(5),9,5)

[state 0]
	type=playsnd
	trigger1=time=1
	value=3000,0 ;; "shin-ku-"
	channel=0

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=2) && roundstate=2
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=(animelem=2) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	pos=floor(-20*const(size.xscale)),floor(-65*const(size.yscale))
;--------------
[state 0]
	type=afterimage
	trigger1=(animelem=2)
	time=38
	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=explod
	trigger1=(animelem=2,>=0)
	anim=1040
	postype=p1
	pos=floor(-20*const(size.xscale)),floor(-65*const(size.yscale))
	bindtime=-1
	sprpriority=2
	facing=ifelse(random<500,1,-1)
	vfacing=ifelse(random<500,1,-1)
	scale=1,0.75
	removetime=1
	ignorehitpause=1
	removeongethit=1
;---
[state 0]
	type=changestate
	trigger1=(time>8)
	value=3005


;--------------
; 
; fire

[statedef 3005]
type=s
movetype=a
physics=s
anim=1005
sprpriority=1
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=16
	value=3000,1 ;; "hadou-ken-"
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=1000,2 ;; se
	channel=1
;---
[state 0]
	type=explod
	trigger1=(animelem=1,>=0)&&(animelem=3,<0)
	anim=1040
	postype=p1
	pos=floor(-2*const(size.xscale)),floor(-59*const(size.yscale))
	bindtime=-1
	sprpriority=2
	facing= ifelse(random<500,1,-1)
	vfacing=ifelse(random<500,1,-1)
	scale=1,0.75
	removetime=1
	ignorehitpause=1
	removeongethit=1
;---
[state 0]
	type=explod
	trigger1=(animelem=3)
	anim=1040
	postype=p1
	pos=floor(50*const(size.xscale)),floor(-54*const(size.yscale))
	sprpriority=2
	scale=2,0.25
;---
[state 0]
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=3000
	size.height=500000+ifelse(!var(5),39,45);;<-(removetime+options)
	pos=floor(76*const(size.xscale)),floor(-54*const(size.yscale))
	stateno=91000
	size.head.pos=1061,1056;;<-anim,hitanim
	size.mid.pos=ifelse(var(5),4600,3600),0;;<-speed_x,y(1/1000)
	size.ground.front=ifelse(var(5),7,4)*1000+6;;<-max_hits/miss_time
	size.ground.back=500008;;<-damage hit/guard
	size.air.front=620560;; <vel_x,y_hit
	size.air.back= 640530;; <vel_x,y_guard
	size.shadowoffset=13;;<-fall(10=recovery/1=ground/2=air/3=g&a)
	ownpal=1
	size.xscale=ifelse(!var(5), 1.1, 1.15)
	size.yscale=ifelse(!var(5), 1.1, 1.15)
;---
[state 0]
	type=explod
	trigger1=(animelem=3)
	id=1042
	anim=1041
	postype=p1
	pos=floor(76*const(size.xscale)),floor(-54*const(size.yscale))
	sprpriority=2
	scale=0.5,0.75
	removeongethit=1
[state 0]
	type=modifyexplod
	trigger1=numexplod(1042)
	id=1042
	scale=(animelemtime(3)+1)*0.1+0.5, (animelemtime(3)+1)*0.1+0.75
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=time>32
	value=1010






;--------------
; t
; ichiban

[statedef 3100]
type=c
movetype=a
physics=n
anim=3100
juggle=7
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=time=0
	var(5)=ifelse(command="hp4_s" && power>=2000, 2, 0)

; ]
; spin-times
[state 0]
	type=varset
	trigger1=time=0
	var(6)=ifelse(var(5),5,3)
[state 0]
	type=changeanim
	trigger1=(animelem=12,=1) && var(6)>0
	value=anim
	elem=9 +(var(6):=var(6)-1)*0
;---
[state 0]
	type=nothitby
	trigger1=(animelem=6,<0)
	value=sca,na,sa,ha,np,sp,hp
	time=1

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=2) && roundstate=2
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=(animelem=2) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	pos=floor(22*const(size.xscale)),floor(-66*const(size.yscale))
;--------------
[state 0]
	type=afterimage
	trigger1=(animelem=2)
	time=128
	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=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(2*const(size.xscale)),0
	size.xscale=0.85
	size.yscale=0.85
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(42*const(size.xscale)),0
	size.xscale=-0.5
	size.yscale= 0.5
;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=3100,0 ;; "yikuyo"
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6) || (animelem=10)
	value=f200,1
	channel=1

[state 0]
	type=velset
	trigger1=(animelem=3)
	x=3.6

;---
[state 0]
	type=hitdef
	trigger1=(animelem=7) || (animelem=11)
	attr=c,ha
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	damage=ifelse(var(5),50,40),6
	hitflag=maf
	guardflag=la
	pausetime=6,6
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-10
	hitsound=300,1
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=22
	air.hittime=22
	ground.velocity=-vel x
	air.velocity=   -vel x*0.75,-5
	fall=0
	air.fall=1
	air.recover=0
	fall.recover=0
	yaccel=0.45
	getpower=0,0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510510 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=3105


;--------------
; finish
; R蕥 / Rグ
; kick-away /  kick-up

[statedef 3105]
type=s
movetype=a
physics=n
anim=ifelse(var(5),3106,3105)
juggle=0
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(2*const(size.xscale)),0
	size.xscale=0.85
	size.yscale=0.85
	persistent=0
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(42*const(size.xscale)),0
	size.xscale=-0.5
	size.yscale= 0.5
	persistent=0
;---
[state 0]
	type=posadd
	trigger1=((animelem=2) || (animelem=3)) && (anim=3106)
	x=10*const(size.xscale)
;---
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,3
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=3100,1 ;; "tah-"
	channel=0

[state 0]
	type=velmul
	trigger1=(vel x)
	x=0.92
[state 0]
	type=velset
	trigger1=(animelem=4)
	x=0
;---
[state 0]
	type=hitdef
	trigger1=(animelem=4) && (anim=3105)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	air.type=low
	damage=60,8
	hitflag=maf
	guardflag=ma
	pausetime=13,14
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-62
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=22
	air.hittime=22
	guard.velocity= -10
	ground.velocity=-6,-4
	air.velocity=   -6,-4
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	getpower=0,0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510562 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=hitdef
	trigger1=(animelem=4) && (anim=3106)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	air.type=low
	damage=60,8
	hitflag=maf
	guardflag=ma
	pausetime=13,14
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-62
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=22
	air.hittime=22
	guard.velocity= -10
	ground.velocity=-1,-8.5
	air.velocity=   -1,-8.5
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.45
	getpower=0,0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 60510562 )
	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




;--------------
; 
; midare (super-syo-ryu)

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

[state 0]
	type=varset
	trigger1=time=0
	var(5)=ifelse(command="hp3_s" && power>=2000, 2, 0)

[state 0]
	type=nothitby
	trigger1=(animelem=6,<0)
	value=sca
	time=1

;-[hpe]---------
[state 0]
	type=poweradd
	trigger1=(animelem=1,=2) && roundstate=2
	value=-ifelse(var(5),2000,1000)
[state 0]
	type=helper
	trigger1=(animelem=1,=2) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88880+ifelse(var(5),2,0)
	pos=floor(-17*const(size.xscale)),floor(-67*const(size.yscale))
;--------------

[state 0]
	type=afterimage
	trigger1=(animelem=1,=2)
	time=128
	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=changeanim
	trigger1=(animelem=13) && !var(5)
	value=anim
	elem=23
;---
[state 0]
	type=playsnd
	trigger1=time=1
	value=3200,0 ;; "seyi-no"
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=26)
	value=3100,1 ;; "tah-"
	channel=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=2)||(animelem=12)||(animelem=22)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(2*const(size.xscale)),0
	size.xscale=0.85
	size.yscale=0.85

[state 0]
	type=playsnd
	trigger1=(animelem=3)||(animelem=13)||(animelem=23)
	value=f200,2
	channel=1

[state 0]
	type=statetypeset
	trigger1=(animelem=26,=2)
	statetype=a
	physics=n

[state 0]
	type=posadd
	trigger1=(animelem=2)||(animelem=3)||(animelem=6)||(animelem=13)||(animelem=23)||(animelem=26)
	x=10 *const(size.xscale)

[state 0]
	type=velset
	trigger1=(animelem=2)||(animelem=13)||(animelem=23)
	x=6.5

[state 0]
	type=velmul
	trigger1=(animelem=6,>=0)&&(animelem=12,<0)
	trigger2=(animelem=16,>=0)&&(animelem=22,<0)
	trigger3=(animelem=26,>=0)
	x=0.85

[state 0]
	type=velset
	trigger1=(animelem=26,=10)
	x=0

[state 0]
	type=velset
	trigger1=(animelem=26,=2)
	y=-10.5

[state 0]
	type=veladd
	trigger1=(animelem=26,>2)
	y=0.45

;---
[state 0]
	type=hitdef
	trigger1=(animelem=4)||(animelem=14)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	air.type=low
	damage=50,6
	hitflag=maf
	guardflag=ma
	pausetime=6,6
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-45
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=22
	air.hittime=22
	ground.velocity=-vel x, 0 ;; -1, 0
	air.velocity=   -vel x,-5 ;; -3,-7.5
;;	guard.velocity= -6
	fall=0
	fall.recover=0
	air.fall=1
	air.recover=0
	yaccel=0.45
	getpower=0,0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510545 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=5)||(animelem=15)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	air.type=low
	damage=50,6
	hitflag=maf
	guardflag=ma
	pausetime=6,6
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-63
	hitsound=300,4
	guardsound=41,0
	ground.type=high
	ground.slidetime=16
	ground.hittime=22
	air.hittime=22
	ground.velocity=-vel x, 0 ;; -1, 0
	air.velocity=   -vel x,-5 ;; -3,-7.5
;;	guard.velocity= -6
	fall=0
	fall.recover=0
	air.fall=1
	air.recover=0
	yaccel=0.45
	getpower=0,0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510563 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=6)||(animelem=16)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	air.type=low
	damage=30,6
	hitflag=maf
	guardflag=ma
	pausetime=6,6
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-72
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=22
	air.hittime=22
	ground.velocity=-vel x, 0 ;; -1, 0
	air.velocity=   -vel x,-5 ;; -3,-7.5
;;	guard.velocity=-6
	fall=0
	fall.recover=0
	air.fall=1
	air.recover=0
	yaccel=0.45
	getpower=0,0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510572 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=24)||(animelem=25)||(animelem=26)
	attr=s,ha
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	air.type=low
	damage=20,4
	hitflag=maf
	guardflag=ma
	pausetime=6,6
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-72
	hitsound=300,4
	guardsound=41,0
	ground.type=low
	ground.slidetime=16
	ground.hittime=22
	air.hittime=22
	ground.velocity=-3,-8.5
	air.velocity=   -3,-8.5
	guard.velocity= -6
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.45
	getpower=0,0
	forcestand=1
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510572 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=26,>6)
	movetype=i
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=1105







;--------------
;  (max2)
; rakura-ranbu

[statedef 3400]
type=s
movetype=i
physics=s
anim=3400
juggle=8
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=time=0
	var(5)=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=3100,0 ;; "sei-no-"
	channel=0
[state 0]
	type=nothitby
	trigger1=1
	value=sca

;-[hpe]---------
[state 0]
	type=helper
	trigger1=(animelem=6) && roundstate=2 && (sysfvar(0)>0)
	id=88880
	stateno=88883
	pos=floor(-5*const(size.xscale)),floor(-72*const(size.yscale))
;--------------
[state 0]
	type=helper
	trigger1=(animelem=6) && roundstate=2 && (sysfvar(0)>0)
	trigger1=!numhelper(88870)
	id=88870
	stateno=88870;max2bg
	size.height=5
;--------------

[state 0]
	type=afterimage
	trigger1=(animelem=6) && roundstate=2
	time=512
	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]
	type=changestate
	trigger1=animtime=0
	value=3410

;-------------
; 
; run

[statedef 3410]
type=s
movetype=a
physics=n
anim=3410
velset=5.2,0
ctrl=0

[state 0] ; dash_dust
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(2*const(size.xscale)),0
	size.xscale=0.85
	size.yscale=0.85
	persistent=0

[state 0]
	type=playsnd
	trigger1=(animelem=4)||(animelem=7)
	value=f100,0
	channel=1

[state 0]
	type=nothitby
	trigger1=(animelem=3,<0)
	value=sca
	time=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,ha
	damage=0,12
	animtype=heavy
	getpower=0,0
	guardflag=ma
	hitflag=maf
	hitsound=300,3
	guardsound=41,0
	pausetime=3,3
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=0,-65
	ground.type=low
	ground.slidetime=12
	ground.hittime=32
	air.hittime=32
	ground.velocity=0
;;debug;ground.velocity=0,-6
;;debug;fall=1
	air.velocity=   0,-6
	guard.velocity=-8
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	p2facing=1
	id=3400
	guard.kill=0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510565 )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0]
	type=changestate
	trigger1=(movehit) && numtarget(3400)
	value=3430
	ctrl=0
[state 0]
	type=changestate
	trigger1=(movecontact) || (time>45)
	value=3420
	ctrl=0


;--------------
; stop / fall
; ~ / 

[statedef 3420]
type=s
movetype=i
physics=s
anim=3420
velset=5.2,0
ctrl=0

[state 0]
	type=nothitby
	trigger1=var(5)
	value=sca
	time=1
[state 0]
	type=posset
	trigger1=time=0
	y=0

[state 0] ; dash_dust
	type=helper
	trigger1=!time && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(32*const(size.xscale)),0
	size.xscale=-0.35
	size.yscale= 0.35

[state 0]
	type=afterimagetime
	trigger1=time=0
	time=0
[state 0]
	type=veladd
	trigger1=(animelem=12,<0) && (vel x>0)
	x=-0.05

[state 0]
	type=velset
	trigger1=(animelem=12,>=0)
	x=0

[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,3 ;; "yo"
	channel=0

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

;--------------
; ŏIqbgU
; final hit

[statedef 3421]
type=s
movetype=i
physics=c
anim=3421
velset=0,0
ctrl=0

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

[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,10 ;; "are-?"
	channel=0

[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=7) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(39*const(size.xscale)),0
	size.xscale=-0.45
	size.yscale= 0.45

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


;--------------
; attacking
; A

[statedef 3430]
type=s
movetype=a
physics=s
anim=3430
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=posadd
	trigger1=!time
	x=ifelse( (p2bodydist x=[0,32]), p2bodydist x, 32)

;---
[state 0] ; dash_dust
	type=helper
	trigger1=(animelem=5)||(animelem=12)||(animelem=18)||(animelem=39)||(animelem=49)||(animelem=57)
	trigger1=(sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(-2*const(size.xscale)),0
	size.xscale=0.75
	size.yscale=0.75

;---
[state 0]
	type=playsnd
	trigger1=(animelem=8)||(animelem=26)
	value=f200,0
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=31)||(animelem=34)||(animelem=45)
	value=f200,1
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=5)||(animelem=12)||(animelem=18)||(animelem=39)||(animelem=49)||(animelem=57)
	value=f200,3
	channel=1
;---
[state 0]
	type=playsnd
	trigger1=(animelem=5)
	value=0,6 ;; "ah---"
	chanel=0
[state 0]
	type=playsnd
	trigger1=(animelem=7)||(animelem=31)||(animelem=34)||(animelem=45)
	value=0,0
	chanel=0
[state 0]
	type=playsnd
	trigger1=(animelem=14)||(animelem=26)||(animelem=38)||(animelem=48)
	value=0,1
	chanel=0
[state 0]
	type=playsnd
	trigger1=(animelem=56)
	value=0,2
	chanel=0
[state 0]
	type=playsnd
	trigger1=(animelem=18)
	value=1000,2 ;; se
	channel=2

;---
[state 0]
	type=posadd
	trigger1=(animelem=2)||(animelem=23)||(animelem=54)
	x=13 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=3)||(animelem=4)||(animelem=6)
	x=4 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=22)
	x=18 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=37)
	x=22 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=38)
	x=10 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=47)||(animelem=48)||(animelem=49)
	x=8 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=53)
	x=30 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animtime=0)
	x=16 *const(size.xscale)
;---
[state 0] ; info
	type=null
	trigger1=(animelem=5) ;; (1.mp)
	trigger1=1|| var(6):=68 || var(7):=0
	trigger2=(animelem=8) ;; (2.lp)
	trigger2=1|| var(6):=72 || var(7):=0
	trigger3=(animelem=12) ;; (3.hp)
	trigger3=1|| var(6):=70 || var(7):=2
	trigger4=(animelem=18) ;; (4.hadou)
	trigger4=1|| var(6):=55 || var(7):=2
	trigger5=(animelem=26) ;; (5.cmp)
	trigger5=1|| var(6):=10 || var(7):=0
	trigger6=(animelem=31) ;; (6.clk)
	trigger6=1|| var(6):=6 || var(7):=1
	trigger7=(animelem=34) ;; (6.cmk)
	trigger7=1|| var(6):=40 || var(7):=1
	trigger8=(animelem=39) ;; (7.chp)
	trigger8=1|| var(6):=80 || var(7):=2
	trigger9=(animelem=45) ;; (8.lk)
	trigger9=1|| var(6):=45 || var(7):=1
	trigger10=(animelem=49) ;; (9.hk)
	trigger10=1|| var(6):=85 || var(7):=3
	ignorehitpause=1

;---
[state 0] ;; high
	type=hitdef
	trigger1=(animelem=5)||(animelem=8)||(animelem=12)||(animelem=39)||(animelem=49)
	attr=s,ha
	damage=15,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	getpower=0,0
	guardflag=ha
	hitflag=maf
	hitsound=300,var(7)
	guardsound=41,0
	pausetime=4,4
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-var(6)
	ground.type=high
	ground.slidetime=12
	ground.hittime=32
	air.hittime=32
	ground.velocity=-2
	air.velocity=   -1,-5
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 +var(6) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0] ;; low
	type=hitdef
	trigger1=(animelem=18)||(animelem=26)||(animelem=31)||(animelem=34)||(animelem=45)
	attr=s,ha
	damage=15,5
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	getpower=0,0
	guardflag=ha
	hitflag=maf
	hitsound=300,var(7)
	guardsound=41,0
	pausetime=4,4
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-var(6)
	ground.type=low
	ground.slidetime=12
	ground.hittime=32
	air.hittime=32
	ground.velocity=-2
	air.velocity=   -1,-5
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510500 +var(6) )
	fall.envshake.time= id
	fall.envshake.ampl= 0
;---
[state 0] ; upper
	type=hitdef
	trigger1=(animelem=58)
	attr=s,ha
	damage=30,6
	animtype=heavy
	air.animtype=back
	fall.animtype=diagup
	air.type=low
	getpower=0,0
	guardflag=ha
	hitflag=maf
	hitsound=300,5
	guardsound=41,0
	pausetime=15,16
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-100
	ground.type=high
	ground.slidetime=16
	ground.hittime=32
	air.hittime=82
	ground.velocity=-1,-9
	air.velocity=   -1,-9
	fall=1
	air.fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.36
	id=3400
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 510600 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=ifelse(numtarget(3400),3440,3421)
	ctrl=0


;--------------
; 痎Ƃ - 
; otoshi - jump

[statedef 3440]
type=s
movetype=a
physics=s
anim=1300
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=1
	value=1300,0 ;; "yikuyo"
	channel=0

[state 0]
	type=statetypeset
	trigger1=(animelem=2)
	statetype=a
	physics=n
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f50,0
	channel=1
[state 0]
	type=velset
	trigger1=(animelem=2)
	x= 2.5
	y=-7

[state 0]
	type=veladd
	triggerall=(animelem=2,>0)
	trigger1=(p2bodydist y<=40) && (pos y<enemy,pos y)
	trigger2=(time>10)
	y=0.45

;---
[state 0]
	type=changestate
	triggerall=(animelem=2,>0)
	trigger1=(p2bodydist x=[-40,80]) && (p2bodydist y=[-40,10])
	trigger2=numtarget(3400)
	trigger2=(pos x-target(3400),pos x=[-40,80]) && (pos y-target(3400),pos y=[-40,10])
	value=3441 ;; attack

;---
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=3420 ;; land


;--------------
; 痎Ƃ - U~T
; otoshi - 5 times

[statedef 3441]
type=a
movetype=a
physics=n
anim=3441
juggle=0
ctrl=0

[state 0]
	type=nothitby
	trigger1=1
	value=sca

[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,2
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=2) && var(5)>2
	value=0,ifelse(var(5)<5,0,2)
	channel=0

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,ha
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	damage=35,8
	hitflag=maf
	guardflag=ma
	pausetime=ifelse(var(5)<5,13,32),ifelse(var(5)<5,13,32)
	;ad; sparkno =4+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-34
	hitsound=300,ifelse(var(5)<5,3,5)
	guardsound=41,0
	ground.slidetime=20
	ground.hittime=32
	air.hittime=32
	ground.velocity=-ifelse(var(5)<5,2,3),-8.2
	air.velocity=   -ifelse(var(5)<5,2,3),-8.2
	guard.velocity= -6

;;	ground.velocity=-3,-9 ;; -3,9
;;	air.velocity=   -3,-9 ;; -3,9

;;	ground.cornerpush.veloff=0
;;	guard.cornerpush.veloff=-12.6

	fall=1
	fall.recover=0
	air.fall=1
	air.recover=0
	yaccel=0.45
;;	down.bounce=1
;;	down.velocity=-1,-0.1
	persistent=0
	getpower=0,0
	;---
	guard.ctrltime=     id +0*(var(31):=4 || var(30):= 315510534 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=veladd
	trigger1=1
	y=0.45

[state 0]
	type=changestate
	trigger1=movecontact && hitover && var(5)<5
	value=3442 ;; continue

[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=3420 ;; land


;--------------
; 2ڈȍ~Wv
; 2nd jump

[statedef 3442]
type=a
movetype=a
physics=n
anim=1310
velset=2.5,-8
ctrl=0

[state 0]
	type=varadd
	trigger1=time=0
	var(5)=1

[state 0]
	type=veladd
	trigger1=1
	y=0.43

[state 0]
	type=changestate
	trigger1=(time>3) && (p2bodydist x=[-40,80]) && (p2bodydist y=[-40,10])
	value=3441
	ctrl=0
[state 0]
	type=changestate
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=3420 ;; land



;[EOF]
