freeslot(
	"S_PLAY_STMP", --State for STOMP
	"S_PLAY_KSMN", --State for Summoning
	"SPR2_KSMN",
	"S_PLAY_GORO", --State for Majima Persona
	"SPR_GORO",
	"S_PLAY_SHIT", --State for failing a trick
	"SPR2_SHIT"
)

states[S_PLAY_STMP] = {SPR_PLAY, SPR2_BNCE, 1, nil, 0, 0, S_PLAY_STMP}

local voices = {
	"sfx_krjump", --Double Jump
	"sfx_kratk1", --Base Attack 1
	"sfx_kratk2", --Base Attack 2
	"sfx_kratk3", --Base Attack 3
	"sfx_kratk4", --Base Attack 
	"sfx_kratk5", --Base Attack 
	"sfx_kratk6", --Base Attack 
	"sfx_kratk7", --Base Attack 
	"sfx_kratk8", --Base Attack 
	"sfx_kratk9", --Base Attack 
	"sfx_krmiss", --Miss Attack
	"sfx_krend1", --Finisher Move 1
	"sfx_krend2", --Finisher Move 2
	"sfx_krend3", --Finisher Move 3
	"sfx_krend4", --Finisher Move 4
	"sfx_krend5", --Finisher Move
	"sfx_krend6", --Finisher Move
	"sfx_krend7", --Finisher Move
	"sfx_krend8", --Finisher Move
	"sfx_krend9", --Finisher Move
	"sfx_krmiss", --Miss
	"sfx_krpet", --future headpat
	"sfx_kr1mor", --One More! 1
	"sfx_kr2mor", --One More! 2
	"sfx_kraoa1", --All Out Attack 1
	"sfx_kraoa2", --All Out Attack 2
	"sfx_krcrt1", --Weakness 1
	"sfx_krcrt2", --Weakness 2
	"sfx_krded1", --fucking dying 1
	"sfx_krded2", --fucking dying the sequel
	"sfx_krdodg", --Dodge attack
	"sfx_krdzzy", --Dizzy, can be used for crit
	"sfx_krheal", --Healed, by partner or self
	"sfx_krlvup", --Leveling Up
	"sfx_krpow1", --Hurt 1
	"sfx_krpow2", --Hurt 2
	"sfx_krpow3", --Hurt 3
	"sfx_krpow4", --Hurt 4
	"sfx_krwin1", --Win 1
	"sfx_krwin2", --Win 2
	"sfx_krsmon", --Persona Summoning
	"sfx_krweak", --Cut in
	
	--Nights
	"sfx_maent1",
	"sfx_maent2",
	"sfx_maent3",
	"sfx_maow1",
	"sfx_maow2",
	"sfx_maow3",
	"sfx_maslow",
	"sfx_mawin1",
	"sfx_mawin2",
	"sfx_mawin3",
	"sfx_malos1",
	"sfx_malos2",
	"sfx_malos3"
}

for i, sfx in ipairs(voices)
	sfxinfo[freeslot(sfx)].caption = "/"
end

freeslot("sfx_krrise")