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

; ===================
; ==== | WILER | ====
; ===================

;*********************************
;*L1 -1000 se wiler colpisce.....*
;*********************************

[Statedef 6000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = -2,0
anim = 620
sprpriority = 2

[State 4000, 1]
type = VarAdd
trigger1 = Time = 0
v = 12
value = -1

[State 4100,1]
type = Helper
trigger1 = time = 1
id = 6000
name = "wiler"
sprpriority = 4
pos = 300,-150
postype = p2
facing = -1
stateno = 6001
helpertype = normal
keyctrl = 0          
ownpal = 0

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



; ENTRA IN SCENA SALTANDO
[Statedef 6001]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 20,5
anim = 4001
sprpriority = 2

[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .4
x = 2

[State 640, 3]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = S0,3
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-3
air.velocity = -2,0
fall = 1

[State 10011, 4]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 6004 
time = -1

[State 230, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 6002
ctrl = 0

; COMBO START
[Statedef 6002]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4004
sprpriority = 2




[State 1004, Bind]
type = BindToTarget
trigger1 = time >= 0
pos = 50, 0


[State 8000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1, =0
anim = 100
time = 30
pos = 35, -100
sound = 20,0

[State 3200, 0]
type = BGPalfx
trigger1 = Time = 1
invertall = 1
time = 80
mul = 100,100,100

[State 8000, PowerDrain]
type = PowerAdd
trigger1 = AnimElem = 1, =0
value = -1000
persistent = 0

[state 8301, nolifebar]
type = assertspecial
trigger1 = 1
flag = unguardable



[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S4000, 0
volume = 300

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

[State 240, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
attr = S, NA
animtype  = Medium
damage    = 63
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 = 0
air.velocity = 0,0
fall = 0

[State 6000, Padd]
type = PosAdd
trigger1 = animelem = 8
value = 5

[State 6000, Vadd]
type = VelAdd
trigger1 = animelem = 8
value = 5

[State 6000, Vadd]
type = Velset
trigger1 = animelem = 8
value = 5

[State 240, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,30
sparkno = 1
sparkxy = -10,-60
hitsound   = S0,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -14
air.velocity = -14,0
fall = 1


[State 10011, 4]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 6004      
time = -1

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 6003
ctrl = 0




; SFOTTO'
[Statedef 6003]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4006
sprpriority = 2


[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S4000, 1
volume = 300



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

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 6004
ctrl = 0

; GO AWAY
[Statedef 6004]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 10,-10
anim = 4009
sprpriority = 2

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

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















; =====================================
; === | RYUHI DRAGON KICKs LEGEND | ===
; =====================================

; **************************
; ** RYUHI 3 dragon kicks **
; **************************

; ***********************
; ** DADDY KIAMA RYUHI **
; ***********************

[StateDef 7020]
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 = 7021
name = "RYUHI"
sprpriority = 4
pos = 0,-210
postype = p1
facing = 1
stateno = 7021
helpertype = normal
keyctrl = 0          
ownpal = 1

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

; *****************************
; ** RYUHI SCENDE DALL' ALTO **
; *****************************

[Statedef 7021]
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 = 7022
ctrl = 0


; ************************
; ** RYUHI CARICA SUPER **
; ************************

[Statedef 7022]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4120
sprpriority = 2



[State 8000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1, =0
anim = -1
time = 30
pos = 35, -100
sound = 20,0

[State 3200, 1]
type = Explod
trigger1 = animelem = 1, =0
anim = F100
pos = 0 , -50
sprpriority = 1

[State 3200, 0]
type = BGPalfx
trigger1 = Time = 1
invertall = 1
time = 200
mul = 100,100,100

[State 8000, PowerDrain]
type = PowerAdd
trigger1 = AnimElem = 1, =0
value = -1000
persistent = 0


[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 = 7023
ctrl = 0

; ************************************
; ** RYUHI INIZIA PRIMO DRAGON KICK **
; ************************************

[Statedef 7023]
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 = 7024
ctrl = 0

[Statedef 7024]
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 = 5,12
hitsound = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -3,0
air.velocity = -3,0
p2stateno = 7037
fall = 0
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 = 7025

[Statedef 7025]
type = A
movetype = A
physics = N
juggle = 1
anim = 4111
velset = 1, -5

[State 1504, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.80

[State 1504, 4]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = Hard
damage = 50,4
sparkno = 2
sparkxy = 0,-60
pausetime = 6,12
guardflag = MA
hitsound = S0,2
guardsound = S6,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-3
air.velocity = -1,-3
fall = 0
p2stateno = 7037
fall.recover = 0
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 = (Vel Y > 0) && (Pos Y >= 0)
value = 7026
ctrl = 0

[Statedef 7026]
type    = S
movetype= I
physics = S
juggle  = 7
ctrl = 0
anim = 4112
velset = 0,0,0

[State 312 , 3]
type = ChangeState
trigger1 = animtime = 0
value = 7027
ctrl = 0

; *********************
; ** 2° DRAGON KICKs **
; *********************


[Statedef 7027]
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 = 7028
ctrl = 0

[Statedef 7028]
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 = 2



[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 = 8,12
hitsound = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -2,0
air.velocity = -2,0
p2stateno = 7037
fall = 0
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 = 7029

[Statedef 7029]
type = A
movetype = A
physics = N
juggle = 1
anim = 4111
velset = 1, -10

[State 1504, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.80

[State 1504, 4]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = Hard
damage = 50,4
sparkno = 2
sparkxy = 0,-60
pausetime = 6,12
guardflag = MA
hitsound = S0,2
guardsound = S6,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.velocity = -1,-7
p2stateno = 7037
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 1504, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 7030
ctrl = 0

[Statedef 7030]
type    = S
movetype= I
physics = S
juggle  = 7
ctrl = 0
anim = 4112
velset = 0,0,0


[State 312 , 3]
type = ChangeState
trigger1 = animtime= 0
value = 7031
ctrl = 0



; ***************************
; ** INIZIO 3° DRAGON KICK **
; ***************************



[Statedef 7031]
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 = 7032
ctrl = 0

[Statedef 7032]
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 = 2



[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 = 8,12
hitsound = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -1,0
air.velocity = -1,0
p2stateno = 7037
fall = 0
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 = 7033

[Statedef 7033]
type = A
movetype = A
physics = N
juggle = 1
anim = 4111
velset = 1, -10

[State 1504, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.80

[State 1504, 4]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = Hard
damage = 50,4
sparkno = 2
sparkxy = 0,-60
pausetime = 6,12
guardflag = MA
hitsound = S0,2
guardsound = S6,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
p2stateno = 7037
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 1504, 6]
type = ChangeState
trigger1 = time = 20
;trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 7034
ctrl = 0

[Statedef 7034]
type    = S
movetype= I
physics = S
juggle  = 7
ctrl = 0
anim = 4112
velset = 0,0,0

[state 1001, 1a]
type = posAdd
trigger1 = animelem = 4
x = -160
Y = -100

[State 4100,1]
type = Helper
trigger1 = AnimElEMno(4) = 1
id = 7035
name = "HEAVENKICK"
sprpriority = 4
pos = 300,-150
postype = p2
facing = -1
stateno = 7035
helpertype = normal
keyctrl = 0          
ownpal = 0


[State 312 , 3]
type = destroyself
trigger1 = animelem = 4
ctrl = 0

; ***********************
; ** RYUHI HEAVEN KICK **
; ***********************


[Statedef 7035]
type    = A
movetype= A
physics = N
juggle  = 4
poweradd= 65
ctrl = 0
anim = 4122
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = S5,0

[state 1001, 1a]
type = posAdd
trigger1 = animelem = 1
x = 10

[State 1001, 2]
type = VelSet
triggerall = animelem = 1
trigger1 = Vel X <= 0
X = 20
y = 10

[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 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 3]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = 5,3
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10
air.velocity = -10,0
fall = 1
air.fall= 1


[State 312 , 3]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 7036
ctrl = 0

[Statedef 7036]
type    = S
movetype= I
physics = S
juggle  = 7
ctrl = 0
anim = 4112
velset = 0,0,0

[state 1001, 1a]
type = posset
trigger1 = time = 0
Y = 0

[State 312 , 3]
type = ChangeState
trigger1 = animtime = 0
value = 7015
ctrl = 0





[Statedef 7037]
type = S
movetype = H
velset = 0,0



[State 270, 3]
type = ChangeANim
trigger1 = alive = 1
trigger1 = time = 0
trigger1 = selfanimexist(5300)
value = 5300

[state 7037, add]
type = posadd
trigger1 = time = 10
trigger2 = time = 20
trigger3 = time = 30
trigger4 = time = 40
trigger5 = time = 50
x = -6


[State 270, 9]
type = SelfState
trigger1 = time = 400
value = 0
ctrl = 1

















































; ====================================
; ======= | L2 CONGIUNZIONE | ========
; ====================================
; ==== | RYUHI DRAGON KICK WITH | ====
; ====================================
; ==== | RYUHI PALM TRUST SUPER | ====
; ====================================
; ==== | WILER SUPER COMBO WITH | ====
; ====================================
; === | WILER PRESA SPACCA TESTA | ===
; ====================================

; =============================
; ==== | WILER & RYUHI L2| ====
; =============================


;***********
;*L2 -2000 *
;***********


; ***********************
; ** DADDY KIAMA RYUHI **
; ***********************

[StateDef 7040]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = -2,0
anim = 620
sprpriority = 2

[State 4000, 1]
type = VarAdd
trigger1 = Time = 0
trigger2 = time = 5
v = 12
value = -1

[state 4368, drain]
type = poweradd
trigger1 = time = 0
value = -2000
persistent = 0

[State 4100,1]
type = Helper
trigger1 = time = 1
id = 7041
name = "RYUHIDRAGONKICK"
sprpriority = 4
pos = 80,-210
postype = p2
facing = -1
stateno = 7041
helpertype = normal
keyctrl = 0          
ownpal = 1

[State -1, end]
type = ChangeState
trigger1 = animtime = 0
value = 1133
ctrl = 0

; *****************************
; ** RYUHI SCENDE DALL' ALTO **
; *****************************

[Statedef 7041]
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 = 7042
ctrl = 0


; ************************
; ** RYUHI CARICA SUPER **
; ************************

[Statedef 7042]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4120
sprpriority = 2



[State 8000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 1, =0
anim = -1
time = 30
pos = 35, -100
sound = 20,0

[State 3200, 1]
type = Explod
trigger1 = animelem = 1, =0
anim = F100
pos = 0 , -50
sprpriority = 1





[State 3200, 0]
type = BGPalfx
trigger1 = Time = 1
invertall = 1
time = 400
mul = 100,100,100



[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 = 7043
ctrl = 0

; ************************************
; ** RYUHI INIZIA PRIMO DRAGON KICK **
; ************************************

[Statedef 7043]
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 = 7044
ctrl = 0

[Statedef 7044]
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 = 5,12
hitsound = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -3,0
air.velocity = -3,0
p2stateno = 7037
fall = 0
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 = 7045

[Statedef 7045]
type = A
movetype = A
physics = N
juggle = 1
anim = 4111
velset = 1, -5

[State 1504, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.80

[State 1504, 4]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = Hard
damage = 50,4
sparkno = 2
sparkxy = 0,-60
pausetime = 6,12
guardflag = MA
hitsound = S0,2
guardsound = S6,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-3
air.velocity = -1,-3
fall = 0
p2stateno = 7037
fall.recover = 0
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 = (Vel Y > 0) && (Pos Y >= 0)
value = 7046
ctrl = 0

[Statedef 7046]
type    = S
movetype= I
physics = S
juggle  = 7
ctrl = 0
anim = 4112
velset = 0,0,0

[State 312 , 3]
type = ChangeState
trigger1 = animtime = 0
value = 7047
ctrl = 0

; *********************
; ** 2° DRAGON KICKs **
; *********************


[Statedef 7047]
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 = 7048
ctrl = 0

[Statedef 7048]
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 = 2



[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 = 8,12
hitsound = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -2,0
air.velocity = -2,0
p2stateno = 7037
fall = 0
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 = 7049

[Statedef 7049]
type = A
movetype = A
physics = N
juggle = 1
anim = 4111
velset = 1, -10

[State 1504, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.80

[State 1504, 4]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = Hard
damage = 50,4
sparkno = 2
sparkxy = 0,-60
pausetime = 6,12
guardflag = MA
hitsound = S0,2
guardsound = S6,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-7
air.velocity = -1,-7
p2stateno = 7037
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 1504, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 7050
ctrl = 0

[Statedef 7050]
type    = S
movetype= I
physics = S
juggle  = 7
ctrl = 0
anim = 4112
velset = 0,0,0


[State 312 , 3]
type = ChangeState
trigger1 = animtime= 0
value = 7051
ctrl = 0



; ***************************
; ** INIZIO 3° DRAGON KICK **
; ***************************



[Statedef 7051]
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 = 7052
ctrl = 0

[Statedef 7052]
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 = 2



[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 = 8,12
hitsound = S0,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 13
ground.hittime = 13
ground.velocity = -1,0
air.velocity = -1,0
p2stateno = 7037
fall = 0
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 = 7053

[Statedef 7053]
type = A
movetype = A
physics = N
juggle = 1
anim = 4111
velset = 1, -10

[State 1504, 1]
type = VelAdd
trigger1 = Time > 0
y = 0.80

[State 1504, 4]
type = HitDef
trigger1 = time = 0
attr = A, SA
animtype = Hard
damage = 50,4
sparkno = 2
sparkxy = 0,-60
pausetime = 6,12
guardflag = MA
hitsound = S0,2
guardsound = S6,0
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -1,-4
air.velocity = -1,-4
p2stateno = 7037
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 1504, 6]
type = ChangeState
trigger1 = (Vel Y > 0) && (Pos Y >= 0)
value = 7054
ctrl = 0


[Statedef 7054]
type    = S
movetype= I
physics = S
juggle  = 7
ctrl = 0
anim = 4112
velset = 0,0,0


[State 312 , 3]
type = ChangeState
trigger1 = animtime= 0
value = 7055
ctrl = 0

[Statedef 7055]
type    = S
movetype= I
physics = S
juggle  = 7
ctrl = 0
anim = 4121
velset = 0,0,0

[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 1000, fireballItself]
type = Projectile
trigger1 = AnimElem = 2, = 0
attr = S, SP
projID = 1002
projanim = 1002
projhitanim = 1003
projshadow = 68,68,68
offset = 0,0
velocity = 5.2
damage = 0
animtype = Hard
guardflag = MA
hitflag = MAF
pausetime = 0,10
sparkno = -1
guard.sparkno = -1
sparkxy = 80,-68
hitsound   = S0,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -8
air.animtype = Back
air.velocity = -4,-5
air.juggle = 2
p2stateno = 1136
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 4000, 1]
type = VarAdd
trigger1 = Time = 0
v = 12
value = -2

[State 4100,1]
type = Helper
trigger1 = time = 1
id = 7056
name = "wiler"
sprpriority = 4
pos = 300,-150
postype = p2
facing = -1
stateno = 7056
helpertype = normal
keyctrl = 0          
ownpal = 0


[State 312 , 3]
type = ChangeState
trigger1 = animtime= 0
value = 7015
ctrl = 0

; ===========================================
; ====== | WILER INIZIA LA SUA COMBO | ======
; ===========================================

; 7056



; ENTRA IN SCENA SALTANDO
[Statedef 7056]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 20,5
anim = 4001
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 = 2

[State 640, 3]
type = HitDef
trigger1 = time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = 1
sparkxy = -10,-40
hitsound   = S0,3
guardsound = S6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -2,-3
air.velocity = -2,0
fall = 1

[State 10011, 4]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 6004 
time = -1

[State 230, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 7057
ctrl = 0

; COMBO START
[Statedef 7057]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 4004
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 1004, Bind]
type = BindToTarget
trigger1 = time >= 0
pos = 50, 0


[State 3200, 0]
type = BGPalfx
trigger1 = Time = 1
invertall = 1
time = 80
mul = 100,100,100


[state 8301, nolifebar]
type = assertspecial
trigger1 = 1
flag = unguardable



[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = S4000, 0
volume = 300

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

[State 240, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
attr = S, NA
animtype  = Medium
damage    = 20
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 = 0
air.velocity = 0,0
fall = 0

[State 6000, Padd]
type = PosAdd
trigger1 = animelem = 8
value = 5

[State 6000, Vadd]
type = VelAdd
trigger1 = animelem = 8
value = 5

[State 6000, Vadd]
type = Velset
trigger1 = animelem = 8
value = 5

[State 240, 2]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,30
sparkno = 1
sparkxy = -10,-60
hitsound   = S0,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -14
air.velocity = -14,0
p2stateno = 1136
fall = 1


[State 10011, 4]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA,NP,SP,HP
stateno = 6004      
time = -1

[State 230, 3]
type = ChangeState
trigger1 = animtime = 0
value = 7058
ctrl = 0

; *** INIZIA LA PRESA ***

[Statedef 7058]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 4064
sprpriority = 2

[state 7058, add]
type = posadd
trigger1 = time = 5
trigger2 = time = 10
trigger3 = time = 15
trigger4 = time = 20
trigger5 = time = 25
x = 5

[State 800, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,30
sparkno = 1
sparkxy = -10,-60
hitsound   = S0,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -14
air.velocity = -14,0         
p1stateno = 7059       
p2stateno = 7060       
guard.dist = 0        
fall = 1              

[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 800, 2]
type = ChangeState
Trigger1 = time = 30
value = 6003
ctrl = 0


[Statedef 7059]
type    = S
movetype= A
physics = N
anim = 4060
poweradd = 60

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(2) >= 0 
edge = -20,-30


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(1) = 0
pos = -5, -30



[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 
pos = 10, -10

[State 810, Bind 2-4]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 
pos = -10, -30



[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 
pos = -20, -30

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 
pos = -20, -30

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 
pos = -20, -30

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0 
pos = -20, -30



[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -40

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 7
value = 7065




[State 810, Pos 15]
type = posadd
trigger1 = AnimElem = 5
x = -10



[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 7061
ctrl = 1

[Statedef 7061]
type    = A
physics = A
ctrl = 0
anim = 4061
sprpriority = 1

[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 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 3]
type = ChangeState
trigger1 = time = 20
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
value = 7062

[Statedef 7062]
type = S
ctrl = 0
anim = 4062
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0




[State 195, 2]
type = ChangeState
trigger1 = time = 15
value = 6003



[Statedef 7060]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4063

[Statedef 7065]
type    = A
movetype= H
physics = N
velset = 2.8,-7
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = time >= 0
y = .44


[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


