; Sogetsu's helpers by SELA


;-----------------------------------------------------------------------------------------------------------------------
;Moon rise helper : Kazuki strong slash
;-----------------------------------------------------------------------------------------------------------------------
;KAZUKI (Jumping In)
[Statedef 800]
type = A
movetype = I
physics = N
ctrl = 0
velset = -4.2,0,0
anim = 800

[State 800, VelAdd]
type = VelAdd
trigger1 = Time = 3
trigger2 = Time = 6
trigger3 = time = 9
trigger4 = Time = 11
trigger5 = Time = 13
trigger6 = Time = 15
trigger7 = Time = 17
trigger8 = Time = 18
y = 0.9

[State 800,jumpsnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,100

[State 800,end]
type = ChangeState
trigger1 = Pos Y >-2
value = 805
ctrl = 0

;landing
[Statedef 805]
type    = S
physics = S
movetype = I
ctrl = 0
anim = 805

[State 805,stop]
type = VelSet
trigger1 = Time = 0
y = 0

[State 805,position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 805,land]
type = PlaySnd
trigger1 = Time = 0
value = 70,5

[State 805,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 810
ctrl = 0

;strong slash
[Statedef 810]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 810

[State 810,voice]
type = PlaySnd
trigger1 = Time = 3
value = 70,4

[State 810,hitdef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Back
damage    = 105
guardflag = MA
hitsound   = S70,0
guardsound = S6,11
pausehit = 15,25 
sparkxy = 0,-50   
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -2.2,-3.2
airguard.velocity = -10   
palfx.time = 48
palfx.add = 250, 20, -150
palfx.sinadd = -50, 90, -50, 6
fall = 1

[State 810, firespark]
type = Explod
trigger1 = MoveHit = 1
anim = 2020
sprpriority = 10
postype = P2
pos = -20,-25
bindtime = 60
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 881,snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,2

[State 810, snd]
type = playsnd
trigger1 = AnimElem = 6
value =  70,2

[State 810, snd]
type = playsnd
triggerAll = MoveHit = 1
trigger1 = AnimElem = 8
value =  70,6

[State 810,end]
type = ChangeState
trigger1 = AnimTime = 0
value = 815
ctrl = 0

;Kazuki Running Away
[Statedef 815]
type = A
movetype = I
physics = N
velset = -10,-3
ctrl = 0
anim = 815

[State 800, Vel1]
type = VelAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 8
y = -1.5

[State 815,jump snd]
type = PlaySnd
trigger1 = Time = 3
value = 0,100

[State 815, end]
type = DestroySelf
trigger1 = Time = 150






;---------------------------------------------------------------------------------------------------------------------------
;Helper SLASH DESPERATION MOVE   lets Go !
;---------------------------------------------------------------------------------------------------------------------------
;KAZUKI (Jumping In)
[Statedef 820]
type = A
movetype = I
physics = N
ctrl = 0
velset = 5.2,0,0
anim = 800

[State 820, Vel1]
type = VelAdd
trigger1 = Time = 3
trigger2 = Time = 6
trigger3 = time = 9
trigger4 = Time = 11
trigger5 = Time = 13
trigger6 = Time = 15
trigger7 = Time = 17
trigger8 = Time = 18
y = 0.9

[State 820,jumpsnd]
type = PlaySnd
trigger1 = Time = 0
value = 0,100

[State 820, 20]
type = ChangeState
trigger1 = Pos Y >-2
value = 825
ctrl = 0

; JUMP_LAND
[Statedef 825]
type    = S
physics = S
movetype = A
ctrl = 0
anim = 825
velset = 0

[State 820, 1]
type = SuperPause
trigger1 = AnimElem = 1
time = 25
pos = -11, -100
anim = -1

[State 820, 1] 
type = Explod
trigger1 = AnimElem = 1
anim = 822
pos = 0,250
postype = back
supermove = 1
facing = 1 
bindtime = 50
sprpriority = 2
removetime = 25

[State 820,5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,10

[State 825, 1]
type = VelSet
trigger1 = Time = 0
y = 0

;burning body
[State 825, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = hard
damage    = 150
guardflag = MA
hitsound   = S3,2
guardsound = S6,11
pausehit = 5,30
sparkxy = 0,-50    
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -2     
air.velocity = -2.2,-3.2
airguard.velocity = -10   
palfx.time = 48
palfx.add = 250, 20, -150
palfx.sinadd = -50, 90, -50, 6
fall = 0

[State 825, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 825,snd]
type = PlaySnd
trigger1 = Time = 0
value = 70,5

[State 825,snd]
type = PlaySnd
trigger1 = Time = 15
value = 99,11

[State 825, 5]
type = PlaySnd
trigger1 = Time = 15
value = 3,3

[State 825, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 830
ctrl = 0

[Statedef 830]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 40,0,0
anim = 830

[State 830, 5]
type = PlaySnd
trigger1 = Time = 3
value = 70,7

[State 830, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Back
damage    = 200
guardflag = MA
hitsound   = S3,2 
guardsound = S6,11
sparkxy = 0,-50 
pausehit = 0,10    
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3   
air.velocity = -22.2,-9.2
airguard.velocity = -3   
palfx.time = 48
palfx.add = 250, 20, -150
palfx.sinadd = -50, 90, -50, 6
fall = 1
p1stateno = 831

[State 830, 10]
type = ChangeState
trigger1 = Time = 10
trigger2 = movecontact = 1
value = 831

;---------------------------------------------------------------------------------------------------------------------------
;FINISH
;---------------------------------------------------------------------------------------------------------------------------

[Statedef 831]
type = A
movetype = I
physics = N
ctrl = 0
velset = 0,0,0
anim = 831

[State 830, 5]
type = PlaySnd
trigger1 = Time = 0
value = 3,1

[State 830, 5]
type = PlaySnd
trigger1 = Time = 20
value = 3,4

[State 830, firespark]
type = Explod
trigger1 = P2Movetype = H
trigger1 = P2statetype =A
anim = 2020
sprpriority = 10
postype = P2
pos = 0,-50
bindtime = 60
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 825, firespark]
type = Explod
trigger1 = time = 8
anim = 2020
sprpriority = 10
postype = P1
pos = -5,-40
bindtime = 60
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 825, big explosion]
type = Explod
trigger1 = time = 0
anim = 833
sprpriority = 15
postype = P1
pos = -5,-40
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 831,vel1]
type = velset
trigger1 = animElem = 2
x = -2
y = -10

[state 831,vel2]
type = velset
trigger1 = animElem = 3
x = -2
y = -8

[state 831,vel2]
type = velset
trigger1 = animElem = 4
x = -2
y = -5

[state 831,vel2]
type = velset
trigger1 = animElem = 5
x = -2
y = -2

[state 831,vel2]
type = velset
trigger1 = animElem = 6
x = -2
y = 0

[state 831,vel3]
type = velset
trigger1 = animElem = 7
x = -2
y = 1

[state 831,vel4]
type = velset
trigger1 = animElem = 8
x = -1
y = 3

[state 831,vel5]
type = velset
trigger1 = animElem = 9
x = -1
y = 5

[state 831,vel6]
type = velset
trigger1 = animElem = 10
x = -1
y = 8

[state 831,vel6]
type = velset
trigger1 = animElem = 11
x = 0
y = 0

[state 831,vel6]
type = velset
trigger1 = animElem = 38
x = -2
y = -9

[state 831,vel6]
type = velset
trigger1 = animElem = 39
x = -4
y = -11

[state 831,vel6]
type = velset
trigger1 = animElem = 40
x = -7
y = -13

[state 831,vel6]
type = velset
trigger1 = animElem = 41
x = -9
y = -13

[state 831,vel6]
type = PlaySnd
trigger1 = animElem = 13
trigger2 = animElem = 22
value = F7,0

[state 831,vel6]
type = PlaySnd
trigger1 = animElem = 34
value = 3,5

[state 831,vel6]
type = PlaySnd
trigger1 = animElem = 38
value = 0,100

[State 831, 20]
type = DestroySelf
trigger1 = Time = 140









;---------------------------------------------------------------------------------------------------------------------------
;Kazuki explosion
;---------------------------------------------------------------------------------------------------------------------------
;KAZUKI (Jumping In)
[Statedef 880]
type = A
movetype = I
physics = N
ctrl = 0
velset = 5.2,0,0
anim = 800

[State 880, Vel1]
type = VelAdd
trigger1 = Time = 3
trigger2 = Time = 6
trigger3 = time = 9
trigger4 = Time = 11
trigger5 = Time = 13
trigger6 = Time = 15
trigger7 = Time = 17
trigger8 = Time = 18
y = 0.9

[State 880,5]
type = PlaySnd
trigger1 = Time = 0
value = 0,100

[State 880, 20]
type = ChangeState
trigger1 = Pos Y >-2
value = 881
ctrl = 0

; JUMP_LAND
[Statedef 881]
type    = S
physics = S
movetype = A
ctrl = 0
anim = 882
velset = 0

[State 881, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 881, 1]
type = Playsnd
trigger1 = Time = 0
value = 3,2

[State 881, hitdef]
type = HitDef
trigger1 = AnimElem = 1
attr = S,NA    
damage    = 80 
animtype = Heavy
guardflag = MA 
pausetime = 0,20     
sparkno = -1         
hitsound = S3,2      
guardsound = S6,11    
ground.type = High  
ground.slidetime = 13
ground.hittime  = 20
ground.velocity = 0     
airguard.velocity = -1.9         
air.velocity = -1.3,-3           
palfx.time = 48
palfx.add = 250, 20, -150
palfx.sinadd = -50, 90, -50, 6
fall = 1
persistent = 0

[State 881, waterfall2 powerlow]
type = Projectile
trigger1 = time = 0
projanim = 8882
projremovetime = 20
             
[State 881, spark]
type = Explod
trigger1 = MoveHit = 1
trigger1 = P2statetype = A
anim = 2020
sprpriority = 10
postype = P2
pos = 0,-50
bindtime = 60
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 881, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 881,snd]
type = PlaySnd
trigger1 = Time = 0
value = 70,5

[State 881,snd]
type = PlaySnd
trigger1 = Time = 15
value = 99,11

[State 881, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 882
ctrl = 0

[Statedef 882]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 880

[State 882, 5]
type = PlaySnd
trigger1 = Time = 0
value = 3,1

[State 882, spark]
type = Explod
trigger1 = MoveHit = 1
anim = 2020
sprpriority = 10
postype = P2
pos = 0,-50
bindtime = 60
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 825, big explosion]
type = Explod
trigger1 = animelem = 5
anim = 833
sprpriority = 15
postype = P1
pos = -55,-40
bindtime = 1
ownpal = 1
ignorehitpause = 1
persistent = 0

[State 882, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Back
damage    = 100
guardflag = MA
hitsound   = S70,6
guardsound = S6,11
sparkxy = 0,-50 
pausehit = 0,10    
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -3   
air.velocity = -3,-9.2
airguard.velocity = -3   
palfx.time = 48
palfx.add = 250, 20, -150
palfx.sinadd = -50, 90, -50, 6
fall = 1

[State 1000, waterfall2 powerlow]
type = Projectile
trigger1 = time = 0
projanim = 8880
projremovetime = 30

[State 882, 10]
type = ChangeState
trigger1 = Animtime = 0
value = 883

[Statedef 883]
type    = S
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 881

[State 883, 20]
type = DestroySelf
trigger1 = animTime = 0


