; ==================================================================================
; ========== | HELPERs CNS FILE FOR DADDY FROM SD HIRYU NO KEN MADE BY.. | =========
; ========== | KAIN THE SUPREME http://digilander.iol.it/kainthesupreme/ | =========
; ==================================================================================

; ===================
; ==== | RYUHI | ====
; ===================

; =========================
; ===* | DRAGON KICK | *===
; =========================

; ===========================
; == | SCENDE DALL' ALTO | ==
; ===========================

[StateDef 7000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = -2,0
anim = 620
sprpriority = 2



[State 4100,1]
type = Helper
trigger1 = time = 1
id = 7000
name = "RYUHI"
sprpriority = 4
pos = 0,-210
postype = p1
facing = 1
stateno = 7001
helpertype = normal
keyctrl = 0          
ownpal = 1

[State -1, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1




[Statedef 7001]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,5
anim = 4105
sprpriority = 2

[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 250
length = 10
PalBright = 0, 0, 0
PalContrast = 255,0,0
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
Trans = Add1



[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .4
x = 0

[State 259, 2]
type = sprpriority
trigger1 = Time = 0
value = 10


[State 10011, 4]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 7004 
time = -1

[State 230, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7002
ctrl = 0


[Statedef 7002]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 20,0
anim = 4108
sprpriority = 2

[State 821, 1] 
type = posADD
trigger1 = animelem = 2
x = 20



[State 259, 2]
type = sprpriority
trigger1 = Time = 0
value = 10


[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S4010, 0


[State 821, 1] 
type = posset
trigger1 = time = 0
y = 0

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 4
attr = S, NA
animtype  = Medium
damage    = 50
guardflag = MA
pausetime = 12,30
sparkno = 1
sparkxy = -10,-60
hitsound   = S0,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -15
air.velocity = -15,-8
fall = 1
fall.ercover = 0






[State 10011, 4]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 7004      
time = -1


[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 7003
ctrl = 0



; Landing
[Statedef 7003]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4109
sprpriority = 2

[State 259, 2]
type = sprpriority
trigger1 = Time = 0
value = 10

[State 821, 1] 
type = posset
trigger1 = time = 0
y = 0

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 7005
ctrl = 0



; SFOTTO'
[Statedef 7005]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4104
sprpriority = 2


[State 600, 1]
type =   null		; PlaySnd
trigger1 = Time = 1
value = S4000, 1

[State 259, 2]
type = sprpriority
trigger1 = Time = 0
value = 10


[State 821, 1] 
type = posset
trigger1 = time = 0
y = 0

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 7004
ctrl = 0


; GO AWAY
[Statedef 7004]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 8,-10
anim = 4106
sprpriority = 2


[State 259, 2]
type = sprpriority
trigger1 = Time = 0
value = 10

[State 821, 1] 
type = VelAdd
Trigger1 = 1
y = -.4
x = 1

[State 230, 3]
type = destroyself
trigger1 = time = 20


; ===================
; ==== | RYUHI | ====
; ===================


; =============================================
; ======== | RYUHI DRAGON KICK START | ========
; =============================================



[StateDef 7010]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = -2,0
anim = 620
sprpriority = 2




[State 4100,1]
type = Helper
trigger1 = time = 1
id = 7010
name = "RYUHI1"
sprpriority = 4
pos = 0,-210
postype = p1
facing = 1
stateno = 7011
helpertype = normal
keyctrl = 0          
ownpal = 1

[State -1, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1



[Statedef 7011]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,5
anim = 4105
sprpriority = 2

[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 250
length = 10
PalBright = 0, 0, 0
PalContrast = 255,0,0
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 1
Trans = Add1



[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .4
x = 0

[State 259, 2]
type = sprpriority
trigger1 = Time = 0
value = 10


[State 10011, 4]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 7004 
time = -1

[State 230, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7012
ctrl = 0


[Statedef 7012]
type	= S
movetype= A
physics = S
poweradd = 50
ctrl = 0
velset = 0,0,0
anim = 4110
juggle = 1


[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S4010, 0

[State 1503, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 20



[State 1503, 2]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 8



[State 1503, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, SA
animtype = Medium
damage = 50,2
guardflag = MA
sparkno = 1
sparkxy = -10,-55
pausetime = 8,8
hitsound = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
fall.recover = 0
palfx.time = 60
palfx.mul = 240,220,128
palfx.sinadd = 32,128,220,16
palfx.add = 190,180,84

[State 1503, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 7013

;------------------In Air
[Statedef 7013]
type = A
movetype = A
physics = N
juggle = 1
anim = 4111
velset = 2.5, -10


[State 1504, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.54



[State 1504, 4]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = Hard
damage = 50,4
sparkno = 2
sparkxy = 0,-60
pausetime = 6,6
guardflag = MA
hitsound = S0,2
guardsound = S6,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3,-7
air.velocity = -3,-7
fall = 1
fall.recover = 1
palfx.time = 60
palfx.mul = 240,220,128
palfx.sinadd = 32,128,220,16
palfx.add = 190,180,84


[State 1504, 6]
type = ChangeState
trigger1 = time = 30
;trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 7014
ctrl = 0

[Statedef 7014]
type    = S
movetype= I
physics = S
juggle  = 7
ctrl = 0
anim = 4112
velset = 0,0,0

;[State 312 , 3]
;type = posset
;trigger1 = time = 0
;y = 0

[State 1504, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.54

[State 312 , 3]
type = ChangeState
trigger1 = (Vel Y > 10) && (Pos Y >= 10)
value = 7005
ctrl = 0







; SFOTTO' 2
[Statedef 7015]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4107
sprpriority = 2


[State 600, 1]
type =   null		; PlaySnd
trigger1 = Time = 1
value = S4000, 1

[State 259, 2]
type = sprpriority
trigger1 = Time = 0
value = 10


[State 821, 1] 
type = posset
trigger1 = time = 0
y = 0

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 7004
ctrl = 0






























; =============================================
; === | ANIMAZIONI PER ATTACCHI DI QUAKER | ===
; =============================================

; FIREBALL
[StateDef 7100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -500
ctrl = 0
velset = -2,0
anim = 620
sprpriority = 2

[State -1, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; ANTI AIR
[StateDef 7101]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -500
ctrl = 0
velset = -5,0
anim = 620
sprpriority = 2



[State -1, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; COUNTER
[StateDef 7102]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 50
ctrl = 0
velset = -5,0
anim = 620
sprpriority = 2


[State 240, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3000,3 

[State 240, suono]
type = PlaySnd
trigger1 = AnimElem = 4
value = S2000,0 

[State 810, explod]
type = Explod
trigger1 = AnimElem = 2
anim = 3012
ID = 3012
ontop = 1
ownpal = 1
postype = p1
pos = 0, 0
bindtime = 5
id = 3010
sprpriority =  4

[State 277, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 14

[State 277, Pause]
type = null	; Pause
trigger1 = Time = 0
time = 10

[State 277, SuperPause]
type = null	; SuperPause
trigger1 = AnimElem = 2
anim = -1
darken = 0
time = 5
movetime = 5

[State 277, Flash]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 277, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0, 8


[state 278, delete]
type = removeexplod
trigger1 = time = 25
ID = 3012

[State -1, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


[StateDef 7110]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -3000
ctrl = 0
velset = -5,0
anim = 620
sprpriority = 2



[State -1, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1