if not srb2p return end

-- Define our base character's stats!
charStats["kiryu"] = {

		-- GENERAL

		name = "Kiryu",		-- This is only for bots / enemies
		basehp = 65,			-- base HP for level 1
		basesp = 40,
		persona = "Majima",
		melee_natk = "knuckles_atk1",	-- normal melee attack

		atk = 45,	   
		acc = 90,	  
		crit = 4,	   
		
		wep = "kiryu_knuckles",		-- default weapon.
		weptype = WPT_KNUCKLES,	-- Equippable weapon type(s)

		-- ANIMS
		-- Anims are built like this:
		-- {SPR_SPRITE, frame1, frame2, frame3, ... , duration between each frame, ["SPR2_CONST"]}
		-- (SPR2 must be a string, and is optional. Only for use with SPR_PLAY)

		-- Note: As of Beta 1.0.0, not all animations are implemented
		-- (* = unimplemented)

	    anim_stand = 		{SPR_PLAY, A, 8, "SPR2_STND"},		-- standing
		anim_stand_hurt =	{SPR_PLAY, A, 1, "SPR2_STND"},		-- standing (low HP)
		anim_stand_bored =	{SPR_PLAY, A, B, A, B, A, B, A, B, 10, "SPR2_WAIT"},	-- standing (rare anim)
		anim_guard = 		{SPR_PLAY, B, 1, "SPR2_RUN_"},		-- guarding
		anim_move =			{SPR_PLAY, A, B, C, D, E, F, G, H, 2, "SPR2_WALK"},		-- moving
		anim_run =			{SPR_PLAY, A, B, C, D, 2, "SPR2_RUN_"},	-- guess what
		anim_atk =			{SPR_PLAY, A, B, 1, "SPR2_FALL"},	-- attacking
		anim_aoa_end =		{SPR_PLAY, A, B, C, D, 1, "SPR2_ROLL"},	-- jumping out of all-out attack
		anim_hurt =			{SPR_PLAY, A, 35, "SPR2_PAIN"},		-- taking damage
		anim_getdown =		{SPR_PLAY, A, 1, "SPR2_DEAD"},		-- knocked down from weakness / crit
		anim_downloop =		{SPR_PLAY, A, 1, "SPR2_DEAD"},		-- is down
		anim_getup =		{SPR_PLAY, A, B, C, D, 1, "SPR2_ROLL"},		-- gets up from down
		anim_death =		{SPR_PLAY, A, 30, "SPR2_PAIN"},		-- dies
		anim_revive =		{SPR_PLAY, A, B, C, D, 1, "SPR2_ROLL"},		-- gets revived
		anim_evoker =		{SPR_PLAY, A, B, 2, "SPR2_KSMN"},
		anim_evoker_shoot =		{SPR_PLAY, A, B, 2, "SPR2_KSMN"},
		
		anim_special1 =		{SPR_PLAY, A, 2, "SPR2_SPNG"},	-- charge
		

		
		-- VOICES
		-- Possible list of voices
		-- vfx_action = {"sfx_voice1", "sfx_voice2", [...], "sfx_voicen"}

		vfx_summon = {"sfx_krsmon"},	-- Summoning Persona to use a Skill
        vfx_skill = {"sfx_kratk1", "sfx_kratk2", "sfx_kratk3"},		-- Used a Skill
        vfx_item = {"sfx_krpet"},		-- Used an item
        vfx_hurt = {"sfx_krpow1", "sfx_krpow2", "sfx_krpow3", "sfx_krpow4"},		-- Sustained damage
        vfx_hurtx = {"sfx_krcrt1", "sfx_krcrt2"},		-- Sustained heavy damage / Critical hit / Weakness
        vfx_die = {"sfx_krded1", "sfx_krded2"},		-- Death
        vfx_heal = {"sfx_krheal"},		-- Healed by teammate
        vfx_healself = {"sfx_krheal"},	-- Healed self
        vfx_kill = {"sfx_krend1", "sfx_krend2"},		-- Killed an enemy
        vfx_1more = {"sfx_kr1mor", "sfx_kr2mor"},		-- Performed 1more
        vfx_crit = {"sfx_krweak"},		-- Cut-in for Weakness/Critical Hit
        vfx_aoaask = {"sfx_kraoa2"},	-- Ask to All-Out Attack
        vfx_aoado = {"sfx_kraoa1"},		-- Performing All-Out Attack
        vfx_aoarelent = {"sfx_krpow2"},	-- Relenting from All-Out Attack
        vfx_miss = {"sfx_krmiss"},		-- Missed attack
        vfx_dodge = {"sfx_krdodg"},		-- Dodged enemy attack
        vfx_win = {"sfx_krwin1", "sfx_krwin2"},		-- Battle won
        vfx_levelup = {"sfx_krlvup"},	-- Level Up!

		icon = "ICO_KRYU",			-- head icon for character select
		hudbust = "H_KRYBAR",			-- patch to draw on the stat hud
		hudbustlayer = "",
		hudaoa = "H_KRYAOA",		-- patch for all out attack hud
		aoa_quote = "Step forwards if \nyou want to die!",
		hudcutin = "KRYU_A",		-- cut in frames prefix

		-- Tip to display on the character select.
		-- Give insight on their skill type and their strengths/weaknesses in battle!
		tip = "Kiryu specializes in Strike, Bless, \nPsy and healing abilities. \nPretty much a battle medic, able to \nprotect his team and be the \nfearsome Dragon of Dojima in battle!",
}

--Weapons
	
weaponsList["kiryu_knuckles"] = {
	name = "Brass Knuckles",
	type = WPT_KNUCKLES,
	atk = 350,
	desc = "A yakuza's trusty\nfriend.",
	slot = "mastery 1",
	rarity = 1,
}

personaList["Majima"] = {
		-- GENERAL
		name = "Majima",
		arcana = ARCANA_DEVIL,

		-- STATS (at level 10. so we can have some precision, y'see)

		strength = 10,
		magic = 8,
		endurance = 10,
		luck = 7,
		agility = 7,
		weak = ATK_CURSE|ATK_NUCLEAR,
		resist = ATK_BLESS|ATK_PSY|ATK_STRIKE,
	
		sprite = SPR_GORO,
		anim_idle = {SPR_GORO, A, B, C, B, 8},
		anim_atk = 	{SPR_GORO, D, D, D, D, E, E, E, E, E, 4},
		
		skills = {
					{"kouha", 1}, {"dia", 1}, {"sonic punch", 1},
					{"media", 14}, {"swift strike", 14},
					{"psi", 21}, {"makouha", 22}, 
					{"kouga", 24}, {"makakaja", 24},{"assault dive", 26}, 

					{"diarama", 23, "dia"}, {"psio", 26, "psi"},{"heat wave",26},
					{"kill rush", 28, "kouha"}, {"hard knuckle", 31, "sonic punch"}, 
					{"makouga", 32, "makouha"}, {"hamaon", 35, "kouha"},  
					{"mamakakaja", 38, "makakaja"}, {"mediarama", 42, "media"}, 
					{"gigantic fist", 43, "rakunda"}, {"vicious strike", 46, "swift strike"},
					{"kougaon", 52, "kouga"}, {"diarahan", 62, "diarama"}, {"iron fist", 62, "hard knuckle"},
					{"megaton raid", 62, "assault dive"}, {"psiodyne", 66, "psio"}, 
					{"makougaon", 69, "makouga"}, {"mediarahan", 72, "mediarama"},
			},

}