--World's Third SRB2P Supported Character! Idk idc :P

if not srb2p return end

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

		-- GENERAL

		name = "Rafael",		-- This is only for bots / enemies
		basehp = 80,			-- base HP for level 1 (Cannot be <= 0)
		basesp = 25,			-- base SP for level 1 (Can be 0, but not < 0!)
		persona = "rafael",		-- Persona to use
		melee_natk = "sonic_atk1",	-- Normal melee attack

		-- Normal attack attributes
		-- Scales with game difficulty
		atk = 60,	-- power (generally < 50)
		acc = 95,	-- accuracy (%)
		crit = 2,	-- crit rate (%)

		-- 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, 8, "SPR2_STND"},					-- standing (occasionally plays after anim_stand has played several times)
		anim_guard = 		{SPR_PLAY, A, 1, "SPR2_GARD"},					-- guarding
		anim_move =			{SPR_PLAY, A, B, C, D, E, F, 2, "SPR2_WALK"},	-- moving
		anim_run =			{SPR_PLAY, A, B, C, D, 2, "SPR2_RUN_"},	-- guess what
		anim_atk =			{SPR_PLAY, A, B, C, D, 2, "SPR2_ROLL"},			-- attacking
		anim_aoa_end =		{SPR_PLAY, D, C, B, A, 2, "SPR2_ROLL"},			-- jumping out of all-out attack
		anim_hurt =			{SPR_PLAY, A, 35, "SPR2_DEAD"},					-- taking damage
		anim_getdown =		{SPR_PLAY, A, 1, "SPR2_CNT1"},					-- knocked down from weakness / crit *
		anim_downloop =		{SPR_PLAY, A, 1, "SPR2_CNT1"},					-- 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_special1 through anim_special32 may also be used for various purposes (ie: attack animations)
		anim_special1 =		{SPR_PLAY, A, TICRATE, "SPR2_MLEE"},
		anim_special4 = 	{SPR_PLAY, A, TICRATE, "SPR2_GARD"},			-- guard
		anim_sepcial5 =		{SPR_PLAY, A, TICRATE, "SPR2_HWLP"},			-- howling prep
		anim_special6 =		{SPR_PLAY, A, B, 2, "SPR2_HOWL"},				-- howling

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

		-- ...In the case of kanade, she's silent, but I will leave these here for reference!

		vfx_summon = {},	-- Summoning Persona to use a Skill
        vfx_skill = {},		-- Used a Skill
        vfx_item = {},		-- Used an item
        vfx_hurt = {},		-- Sustained damage
        vfx_hurtx = {},		-- Sustained heavy damage / Critical hit / Weakness
        vfx_die = {},		-- Death
        vfx_heal = {},		-- Healed by teammate
        vfx_healself = {},	-- Healed self
        vfx_kill = {},		-- Killed an enemy
        vfx_1more = {},		-- Performed 1more
        vfx_crit = {},		-- Cut-in for Weakness/Critical Hit
        vfx_aoaask = {},	-- Ask to All-Out Attack
        vfx_aoado = {},		-- Performing All-Out Attack
        vfx_aoarelent = {},	-- Relenting from All-Out Attack
        vfx_miss = {},		-- Missed attack
        vfx_dodge = {},		-- Dodged enemy attack
        vfx_win = {},		-- Battle won
        vfx_levelup = {},	-- Level Up!


		-- HUD DEFINTIIONS

		icon = "ICO_RAFA",			-- head icon for character select
		hudbust = "RAFA_H",			-- patch to draw on the stat hud
		hudaoa = "H_RAFAOA",		-- patch for all out attack hud
		aoa_quote = "I think i'm ready for this adventure!",
		hudcutin = "RAFA_A",		-- cut in frames prefix


		tip = "Rafael learns powerful physical attacks\nas well as Nuclear and Buff skills. \nHe can whistand physical attacks\nlike no one else thanks to his high\nHP and Endurnace. But his SP is low\nso try to manage it properly!",
}

personaList["rafael"] = {
		-- GENERAL
		name = "Rafael",
		arcana = ARCANA_CHARIOT,

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

		sprite = SPR_PSN0,
		anim_idle = 	{SPR_PSN4, A, B, C, D, E, F, 8},
		anim_atk = 		{SPR_PSN4, G, H, I, J, J, J, J, J, J, 3},
		startframe = 0,

		strength = 6,
		magic = 9,
		endurance = 7,
		luck = 15,
		agility = 10,
		weak = ATK_ELEC,
		resist = ATK_STRIKE|ATK_PIERCE|ATK_SLASH|ATK_NUCLEAR,
		block = ATK_CURSE,
		skills = {
					{"frei", 1}, {"snap", 1},
					{"sukukaja", 1}, {"tarukaja", 12},
					{"dekunda", 15}, {"kill rush", 17},
					{"assault dive", 22}, {"rakukaja", 25},

					{"freila", 28, "snap"}, {"masukukaja", 32, "frei"},
					{"marakukaja", 35, "sukukaja"}, {"matarukaja", 38, "tarukaja"},
					{"heat wave", 42, "rakukaja"},
					{"regenerate 2", 44, "rakukaja"},
					{"power charge", 47, "assault dive"},
					{"gigantic fist", 53, "kill rush"},
					{"vicious strike", 57, "heat wave"},
					{"freidyne", 62, "freila"},
					{"god hand", 68, "gigantic fist"},
					{"akasha arts", 72, "vicious strike"},
				},
}