

; v05-09: temp
; v10-11: temp
; v27-29: palfx_r_g_b
; v30-32: hitspark/guardspark
; v41: combo flag
; v51: ai-switch
; v58: score

; normal

;-------------
; 
[statedef 180]
type=s
anim=181+(random%3)
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=(time=12)
	value=0,(random%3)+22
	channel=0

[state 0]
	type=assertspecial
	trigger1=time<360
	flag=roundnotover


;-------------
; Cg

[statedef 190]
type=s
anim=190
velset=0,0
ctrl=0

[state 0] ; my_intro
	type=helper
	triggerall=!time && !numhelper(190) && (ishometeam=1) && (matchno>1) && (roundno=1)
	trigger1=!numpartner
	trigger2=numpartner
	trigger2=id<partner,id
	id=190
	stateno=590190
	pos=888,888
	persistent=0
;---
[state 0]
	type=changestate
	triggerall=!time && p2name="geese"
	trigger1=!numpartner
	trigger2=numpartner
	trigger2=id<partner,id
	value=191
[state 0]
	type=changestate
	triggerall=!time && p2name="iori"
	trigger1=numpartner=0
	trigger2=numpartner
	trigger2=id<partner,id
	value=193

;---
[state 0]
	type=assertspecial
	trigger1=1
	flag=intro
;---
[state 0]
	type=playsnd
	trigger1=(time=5) && (anim=190)
	value=0,(random%2)+20
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3) && (anim=190)
	value=f200,2
	channel=1
;---
[state 0]
	type=explod
	trigger1=(!time || time=50 || time=90) && (anim=190)
	id=200
	anim=10190 +(time>=50) +(time>=90)
	sprpriority=2
	postype=p1
	pos=floor(-44*const(size.xscale)), floor(-26*const(size.yscale))
	scale=const(size.xscale),const(size.yscale)
	shadow=-1
	removetime=50 -(time>=50)*10 -(time>=90)*15
	vel=ifelse(time=90,-2,0),ifelse(time=90,-1,0)
	accel=0,ifelse(time=90,0.1,0)

;---
[state 0]
	type=changeanim
	trigger1=(animtime=0) && (anim=190)
	value=0
[state 0]
	type=changestate
	trigger1=((animtime=0) && (anim=190)) || (anim=0)
	trigger1=!numhelper(190)
	value=0




;-------------
;--- vs M[X

[statedef 191]
type=s
anim=191
velset=0,0
ctrl=0

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

[state 0]
	type=changeanim
	trigger1=(time=58) && (anim=191)
	value=192
[state 0]
	type=changeanim
	trigger1=(animtime=0) && (anim=192)
	value=0

[state 0]
	type=playsnd
	trigger1=(time=58) && (anim=192)
	value=f300,41

;;-- hit spark
[state 0] ; hit_spark
	type=helper
	trigger1=(time=[58,60]) && (anim=192) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=(random%36)-22 , 5-(time-58)*32-(random%26)
	size.height=6 ;; hit/guard_spark

;---
[state 0]
	type=changestate
	trigger1=((animtime=0) && (anim=192)) || (anim=0)
	trigger1=!numhelper(190)
	value=0


;-------------
;--- vs 

[statedef 193]
type=s
anim=193
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=(time=2) && (anim=193)
	value=0,21
	channel=0

[state 0]
	type=helper
	trigger1=!time
	postype=p1
	pos=0,0
	id=193
	stateno=10193

[state 0]
	type=posset
	trigger1=!time
	x=(320-screenpos x-(160-(pos x)))+62*facing

[state 0]
	type=assertspecial
	trigger1=1
	flag=intro
	flag2=noautoturn

[state 0]
	type=screenbound
	trigger1=1
	value=1
	movecamera=0,0

[state 0]
	type=playsnd
	trigger1=(animelem=28) && (anim=193)
	value=0,23
	channel=0

[state 0]
	type=statetypeset
	trigger1=(animelem=28) && (anim=193)
	statetype=a
	physics=n

[state 0]
	type=velset
	trigger1=(animelem=28) && (anim=193) && numhelper(193)
	x=((helper(193),pos x-pos x)*facing)/50
	y=-10

[state 0]
	type=veladd
	trigger1=(animelem=28,>0) && (anim=193)
	y=0.42

[state 0]
	type=changestate
	trigger1=(animtime=0) && (anim=193)
	value=0

[state 0]
	type=changestate
	trigger1=(animelem=28,>0) && (anim=193)
	trigger1=(pos y+vel y>=0) && (vel y>0)
	value=194


;-------------
;--- n
[statedef 194]
type=s
movetype=i
physics=s
anim=194
velset=0,0
ctrl=0

[state 0]
	type=assertspecial
	trigger1=1
	flag=intro
	flag2=noautoturn

[state 0]
	type=posset
	trigger1=!time && numhelper(193)
	x=helper(193),pos x
	y=0

[state 0]
	type=changeanim
	trigger1=(animtime=0) && (anim=194)
	value=0

[state 0]
	type=changestate
	trigger1=((animtime=0) && (anim=194)) || (anim=0)
	trigger1=!numhelper(190)
	value=0

;--------------
;--- ʒuݒwp[

[statedef 10193]
type=a
movetype=i
physics=n
anim=909601
velset=0,0
ctrl=0

[state 0]
	type=screenbound
	trigger1=1
	value=1
	movecamera=1,1

[state 0]
	type=destroyself
	trigger1=(root,stateno!=[193,194]) || (roundstate>=2)






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

[statedef 195]
type=s
movetype=i
physics=s
anim=195
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,25
	channel=0

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


;-------------
; basic

;--- SLP
[statedef 200]
type=s
movetype=a
physics=s
anim=ifelse(p2bodydist x<26,200,205)
sprpriority=1
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%2)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=1,1
	channel=1

;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200
[state 0]
	type=explod
	trigger1=time=1 && !numexplod(200)
	id=200
	anim=201
	postype=p1
	sprpriority=2
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1
[state 0]
	type=explod
	trigger1=time=1 && numexplod(200)=1
	id=200
	anim=202
	postype=p1
	sprpriority=0
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=s,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	damage=25
	getpower=20,10
	guardflag=m
	hitflag=maf
	pausetime=9,9
	sparkxy=-10,-80
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-7
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


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

;--- SHP
[statedef 220]
type=s
movetype=a
physics=s
anim=ifelse(p2bodydist x<36,225,220)
sprpriority=1
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<500
	value=0,(random%2)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=1,0
	channel=1

;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200
[state 0]
	type=explod
	trigger1=time=1 && !numexplod(200)
	id=200
	anim=anim+1
	postype=p1
	sprpriority=2
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1
[state 0]
	type=explod
	trigger1=time=1 && numexplod(200)=1
	id=200
	anim=anim+2
	postype=p1
	sprpriority=0
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=((animelem=3) || (animelem=4)) && (anim=220)
	attr=s,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	damage=80
	getpower=50,25
	guardflag=m
	hitflag=maf
	pausetime=13,13
	sparkxy=-10,-85 ;;-ifelse((animelem=2),35,85)
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-11
	air.velocity=   -5,-4
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510585 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=!time && (anim=225)
	attr=s,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	damage=80
	getpower=50,25
	guardflag=m
	hitflag=maf
	pausetime=13,13
	sparkxy=-10,-62
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-5
	air.velocity=   -4,-5
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510562 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


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

;--- SLK
[statedef 230]
type=s
movetype=a
physics=s
anim=230
sprpriority=1
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%2)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1
;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=s,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	damage=25
	getpower=20,10
	guardflag=m
	hitflag=maf
	pausetime=9,9
	sparkxy=-10,-55
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=40,0
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-7
	air.velocity=   -4,-3
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510555 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


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

;--- SHK
[statedef 250]
type=s
movetype=a
physics=s
anim=ifelse(p2bodydist x<26,255,250)
sprpriority=1
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=0,(random%2)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,3
	channel=1
;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=s,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=low
	damage=80
	getpower=50,25
	guardflag=m
	hitflag=maf
	pausetime=13,13
	sparkxy=-10,-ifelse((anim=250),65,85)
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=ifelse((anim=250),18,16)
	ground.hittime=18
	air.hittime=18
	ground.velocity=-ifelse((anim=250),11,5)
	air.velocity=   -ifelse((anim=250),5,4),-ifelse((anim=250),4,5)
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +ifelse((anim=250),65,85) )
	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


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

;--- CLP
[statedef 400]
type=c
movetype=a
physics=c
anim=400
sprpriority=1
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%2)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=1,1
	channel=1

;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200
[state 0]
	type=explod
	trigger1=time=1 && !numexplod(200)
	id=200
	anim=anim+1
	postype=p1
	sprpriority=2
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1
[state 0]
	type=explod
	trigger1=time=1 && numexplod(200)=1
	id=200
	anim=anim+2
	postype=p1
	sprpriority=0
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=c,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	air.type=low
	damage=25
	getpower=20,10
	guardflag=ma
	hitflag=maf
	pausetime=9,9
	sparkxy=-10,-50
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.type=low
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-7
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510550 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


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

;--- CHP
[statedef 420]
type=c
movetype=a
physics=c
anim=420
sprpriority=1
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=0,(random%2)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=1,0
	channel=1

;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200
[state 0]
	type=explod
	trigger1=time=1 && !numexplod(200)
	id=200
	anim=anim+1
	postype=p1
	sprpriority=2
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1
[state 0]
	type=explod
	trigger1=time=1 && numexplod(200)=1
	id=200
	anim=anim+2
	postype=p1
	sprpriority=0
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=c,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	damage=80
	getpower=50,25
	guardflag=m
	hitflag=maf
	pausetime=13,13
	sparkxy=-20,-50
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	ground.slidetime=15
	ground.hittime=18
	air.hittime=18
	ground.velocity=-10
	air.velocity=   -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510550 )
	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=11
	ctrl=1


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

;--- CLK
[statedef 430]
type=c
movetype=a
physics=c
anim=430
sprpriority=1
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%2)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1
;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=c,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	air.type=low
	damage=25
	getpower=20,10
	guardflag=l
	hitflag=maf;m
	pausetime=9,9
	sparkxy=-10,-10
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-7
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510510 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1

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

;--- CHK
[statedef 450]
type=c
movetype=a
physics=n
anim=450
sprpriority=1
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=0,(random%2)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,3
	channel=1
;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200

;---
[state 0]
	type=velset
	trigger1=(animelem=4)
	x=12
[state 0]
	type=velmul
	trigger1=(animelem=4,>8) && (animelem=5,<0)
	x=0.9
[state 0]
	type=velset
	trigger1=(animelem=5)
	x=0

;---
[state 0] ; dash_dust
	type=helper
	trigger1=((animelem=4)||(animelem=5)) && (sysfvar(0)>0)
	id=152040
	stateno=152040
	pos=floor(28*const(size.xscale))*ifelse((animelem=4),-1,1),0
	size.xscale=0.5 *ifelse((animelem=4),1,-1)
	size.yscale=0.5

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=c,na
	damage=80
	getpower=50,25
	animtype=hard
	ground.type=trip
	hitflag=maf
	guardflag=l
	pausetime=13,13
	sparkxy=-10,-10
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=17
	ground.hittime=18
	air.hittime=18
	ground.velocity=-1,-6
	air.velocity=   -1,-6
	guard.velocity= -9
	fall=1
	fall.recover=1
	yaccel=0.55
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510510 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1




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

;--- JLP
[statedef 600]
type=a
movetype=a
physics=a
anim=ifelse(vel x,600,605)
sprpriority=1
juggle=8
poweradd=20
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%2)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=1,1
	channel=1

;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200
[state 0]
	type=explod
	trigger1=time=1 && !numexplod(200)
	id=200
	anim=anim+1
	postype=p1
	sprpriority=2
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1
[state 0]
	type=explod
	trigger1=time=1 && numexplod(200)=1
	id=200
	anim=anim+2
	postype=p1
	sprpriority=0
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=a,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	damage=25
	getpower=20,10
	guardflag=ha
	hitflag=maf
	pausetime=9,9
	sparkxy=-10,-ifelse((anim=600),55,90)
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-7
	air.velocity=   -4,-3
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510500 +ifelse((anim=600),55,90) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5) && (anim=600)
	trigger2=(animelem=6)
	movetype=i


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

;--- JHP
[statedef 620]
type=a
movetype=a
physics=a
anim=ifelse(vel x,620,625)
sprpriority=1
juggle=8
poweradd=50
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=0,(random%2)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=1,0
	channel=1

;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200
[state 0]
	type=explod
	trigger1=time=1 && !numexplod(200)
	id=200
	anim=anim+1
	postype=p1
	sprpriority=2
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1
[state 0]
	type=explod
	trigger1=time=1 && numexplod(200)=1
	id=200
	anim=anim+2
	postype=p1
	sprpriority=0
	bindtime=-1
	scale=const(size.xscale),const(size.yscale)
	ignorehitpause=0
	removeongethit=1

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=a,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	damage=80
	getpower=50,25
	guardflag=ha
	hitflag=maf
	pausetime=13,13
	sparkxy=-10,-ifelse((anim=620),55,85)
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.slidetime=15
	ground.hittime=18
	air.hittime=18
	ground.velocity=-7
	air.velocity=   -5,-4
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +ifelse((anim=620),55,85) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	movetype=i


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

;--- JLK
[statedef 630]
type=a
movetype=a
physics=a
anim=ifelse(vel x,635,630)
sprpriority=1
juggle=8
poweradd=20
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%2)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1
;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=a,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	damage=25
	getpower=20,10
	guardflag=ha
	hitflag=maf
	pausetime=9,9
	sparkxy=-10,-75
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=40,0
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-7
	air.velocity=   -4,-3
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510575 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i


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

;--- JHK
[statedef 650]
type=a
movetype=a
physics=a
anim=ifelse(vel x,650,640)
sprpriority=1
poweradd=50
ctrl=0
juggle=8

[state 0]
	type=playsnd
	trigger1=time=3 && random<500
	value=0,(random%2)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,3
	channel=1
;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200

;---
[state 0]
	type=hitdef
	trigger1=!time
	attr=a,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	ground.type=high
	damage=80
	getpower=50,25
	guardflag=ha
	hitflag=maf
	pausetime=13,13
	sparkxy=-10,-45
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.slidetime=15
	ground.hittime=18
	air.hittime=18
	ground.velocity=-9
	air.velocity=   -5,-4
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510545 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i


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

;--- Throw
;--- 
[statedef 800]
type=s
movetype=a
physics=s
anim=800
sprpriority=2
;op; juggle=15
poweradd=0
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=!time
	var(10)=(command="b")
[state 0]
	type=varset
	trigger1=!time
	var(11)=(command="holdback")

[state 0]
	type=hitdef
	trigger1=!time && (p2movetype!=h) && (p2stateno!=[150,155])
	attr=s,nt
	priority=3,miss
	getpower=0
	hitflag=m-
	sparkno=(var(31):=-1)
	p1facing=1
	p2facing=1
	p1stateno=810
	p2stateno=815
	p2getp1state=1
	hitsound=-1
	fall=1
	fall.recover=0
	numhits=1
	id=800

;---
[state 0]
	type=removeexplod
	trigger1=!time
	id=200
;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=5000,1
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


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

;--- fbh[X[
[statedef 810]
type=s
movetype=a
physics=n
anim=810
sprpriority=2
poweradd=0
velset=0,0
ctrl=0

;--- grab_spark
[state 0]
	type=helper
	trigger1=(time=1) && (sysfvar(0)>0)
	id=152080
	stateno=152080
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-72*const(size.yscale))
	size.xscale=1 ;w
	size.yscale=1 ;h
	size.height=100 ;type
	persistent=0

;--- against_throw O
[state 0]
	type=changestate
	triggerall=(time=[1,2]) && numtarget
	triggerall=playeridexist(floor(sysfvar(0)))
	triggerall=playerid(floor(sysfvar(0))),stateno=90900
	triggerall=playerid(floor(sysfvar(0))),var(17)>0
	trigger1=target,command="y"||target,command="b"
	trigger2=target,var(51)>0 && (random%2) && random<target,var(51)*118 ;*at
	value=190130

;---
[state 0]
	type=turn
	trigger1=(animelem=2) && var(11)
[state 0]
	type=targetfacing
	trigger1=(animelem=2) && var(11)
	value=-1
[state 0]
	type=changestate
	trigger1=(animelem=2) && var(10)
	value=820

;---
[state 0]
	type=width
	trigger1=!time
	edge=55,55

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

;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(55*const(size.xscale)),0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(-55*const(size.xscale)),0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(-65*const(size.xscale)),floor(-85*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=5,>=0) && (animelem=6,<0)
	pos=floor(-55*const(size.xscale)),floor(-90*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=6,>=0) && (animelem=7,<0)
	pos=floor(-50*const(size.xscale)),floor(-95*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=7,>=0) && (animelem=8,<0)
	pos=floor(-20*const(size.xscale)),floor(-95*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=8)
	pos=floor(20*const(size.xscale)),floor(-45*const(size.yscale))
	time=1
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=815
[state 0]
	type=targetstate
	trigger1=(animelem=8,=3)
	value=816
;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=8,=3)
	value=-128
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
;--- ꑤ

[statedef 815]
type=a
movetype=h
physics=n
sprpriority=1
poweradd=0
velset=0,0
ctrl=0

[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=815
;---for_safety
[state 0]
	type=selfstate
	trigger1=time>76
	value=5050

;-------------
[statedef 816]
type=a
movetype=h
physics=n
sprpriority=3
velset=-7,-1
ctrl=0

[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=selfstate
	trigger1=1
	value=5050


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

;--- fX^[iKj
[statedef 820]
type=s
movetype=a
physics=n
anim=820
sprpriority=2
poweradd=0
velset=0,0
ctrl=0

;---
[state 0]
	type=width
	trigger1=!time
	edge=55,55
[state 0]
	type=width
	trigger1=(animelem=16)
	edge=100,0

;---
[state 0]
	type=playsnd
	trigger1=(animelem=4)||(animelem=16)
	value=0,(animelem=4)
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=5)||(animelem=9)
	value=f300,3

;--- hit_spark
[state 0] ; hit_spark
	type=helper
	trigger1=((animelem=5)||(animelem=9)) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=-floor(ifelse((animelem=5),70,60)*const(size.xscale)) , -floor(ifelse((animelem=5),25,130)*const(size.yscale))
	size.height=2 ;; hit_spark

;---
[state 0]
	type=hitadd
	trigger1=(animelem=5)||(animelem=9)
	value=1

[state 0]
	type=targetlifeadd
	trigger1=(animelem=5)||(animelem=9)
	value=-64
	kill=(animelem=9)

;---
[state 0]
	type=targetbind
	trigger1=(animelem=1)
	pos=floor(-40*const(size.xscale)),0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=9)
	pos=floor(-60*const(size.xscale)),floor(-130*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=10)
	pos=floor(-55*const(size.xscale)),floor(-125*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=13)
	pos=floor(-50*const(size.xscale)),floor(-135*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=14)
	pos=0,floor(-140*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=15)
	pos=floor(30*const(size.xscale)),floor(-135*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=16)
	pos=floor(95*const(size.xscale)),floor(-48*const(size.yscale))
	time=1

;---
[state 0]
	type=targetfacing
	trigger1=(animelem=16)
	value=1
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=825
[state 0]
	type=targetstate
	trigger1=(animelem=17)
	value=826
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

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

;--- ꑤj
[statedef 825]
type=a
movetype=h
physics=n
sprpriority=1
poweradd=0
velset=0,0
ctrl=0

[state 0]
	type=afterimagetime
	trigger1=!time
	time=0

[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=posset
	trigger1=!time
	y=0
;---
[state 0]
	type=explod
	trigger1=1
	anim=0
	scale=0,0
	id=920851 ;; ## switch_id
	removetime=1
[state 0]
	type=screenbound
	trigger1=1
	value=1
	movecamera=0,0
;---
[state 0]
	type=changeanim2
	trigger1=!time
	value=825

;-------------
[statedef 826]
type=a
movetype=h
physics=n
sprpriority=3
velset=5,0
ctrl=0

[state 0]
	type=selfstate
	trigger1=1
	value=5050







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

;--- _E
[statedef 5201]
type=s
movetype=i
physics=n
anim=5200
velset=0,0
ctrl=0

; turn if not facing opponent
[state 0]
	type=turn
	trigger1=!time && (p2dist x<-6)

[state 0]
	type=palfx
	trigger1=!time
	time=2
	add=128,128,128

[state 0]
	type=posset
	trigger1=!time
	y=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=0,ifelse(random<350,5,(random%2))
	channel=0

[state 0]
	type=velset
	trigger1=!time
	x=-6
[state 0]
	type=velmul
	trigger1=1
	x=0.95
[state 0]
	type=velset
	trigger1=(animelem=8,>=0)
	x=0

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

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


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

;--- ko/_E
[statedef 195200]
type=s
movetype=h
physics=s
anim=195200
velset=0,0
ctrl=0

[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=selfstate
	trigger1=animtime=0
	value=5110
	ctrl=0



;[EOF]
