;#####################################################################################################################
;## PERSONALIZATION FILE FOR NAME							    		        ##
;## DON'T modify the values if there isn't any comment explaining what to do just above. This could mess the char.  ##
;## If you're not sure, make a copy of the file before changing any value.					    					##
;#####################################################################################################################

[Statedef 5900]
type = S

[State 5900, 1] ;Clear all int variables
type = VarRangeSet
trigger1 = roundsexisted = 0 && var(59)=0
value = 0
first = 0
last = 57 

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0 && var(59)=0
fvalue = 0
first = 0
last = 38 

; DO NOT CHANGE ANYTHING ABOVE THIS LINE !!!
;=================================================

; Throw Tech?
[State 5900, 3]
type = VarSet
trigger1 = 1
v = 0
;#####################################################################################################################
;## Choose if and how you want throw teching
;## 0 = none
;## 1 = Using Dash Collision
;## 2 = Normal
;## Default value is 2
value = 2




; REPEL PROJECTILE FX
[State 5900, 3]
type = VarSet
trigger1 = 1
v = 44
;#####################################################################################################################
;## Choose which repel projectile you want to use. Set the value to 0 if you want to use the new yellow/blue one. Set
;## the value to 1 to use the old purple one.
;## Default value is 0.
value = 0


; EMOTION GAUGE - X AXIS
[State 5900, 3]
type = VarSet
trigger1 = 1
v = 45
;#####################################################################################################################
;## Set the value to move the Hope Gauge to a position that suits you (X Axis in this case). A positive value means
;## forward (to the middle of the screen), a negative value means backward (to the border of the screen).
;## Default value is 0.
value = 0


; EMOTION GAUGE - Y AXIS
[State 5900, 3]
type = VarSet
trigger1 = 1
v = 46
;#####################################################################################################################
;## Set the value to move the Hope Gauge to a position that suits you (Y Axis in this case). A positive value means
;## upward, a negative value means downward.
;## Default value is 0.
value = 0

;Change palette for button "a"
[State 0, VarSet]
type = VarSet
trigger1 = Var(58) != 5900
trigger1 = RoundsExisted = 0
trigger1 = palno=1
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 1

;Change palette for button "b"
[State 0, VarSet]
type = VarSet
trigger1 = Var(58) != 1984
trigger1 = RoundsExisted = 0
trigger1 = palno=2
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 2

;Change palette for button "c"
[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=3
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 3

;Change palette for button "x"
[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=4
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 4

;Change palette for button "y"
[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=5
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 5

[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=6
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 6

;Change palette for button "start" + "a"
[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=7
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 7

;Change palette for button "start" + "b"
[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=8
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 8

;Change palette for button "start" + "c"
[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=9
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 9

;Change palette for button "start" + "x"
[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=10
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 10

;Change palette for button "start" + "y"
[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=11
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 13;11

;Change palette for button "start" + "z"
[State 0, VarSet]
type = VarSet
trigger1 = RoundsExisted = 0
trigger1 = palno=12
v = 58   
 ;#####################################################################################################################
;## Change to the palette number you wish to add found in the palette folder. 
;## Example to change this to 0042jango - peregrine mendicant.png would be value = 42
value = 12

;Change palette during intro using direction keys?
[State 5900, 3]
type = VarSet
trigger1 = 1
v = 5
;#####################################################################################################################
;## Up increases 1 pal index, down decreases 1 pal index, right increases 10, down decreases 10. Press Start while in his standing anim to select
;## 0 is off (Default) and 1 is on
value = 0


;=================================================
; DO NOT CHANGE ANYTHING BELOW THIS LINE !!!


;=================================================
; DO NOT CHANGE ANYTHING BELOW THIS LINE !!!

[state Check Enemy Z2]
type = null
triggerall = teammode != Simul ;Not in Simul
triggerall = enemy,authorname = "Team Z2"
;Check if VS C18
trigger1 = 1 || var(39) := var(39) + ((2**12)*(enemy,Name = "C18 Z2"))
;Check if VS Piccolo
trigger1 = 1 || var(39) := var(39) + ((2**13)*(enemy,Name = "Piccolo Z2"))
;Check if VS Babidi
trigger1 = 1 || var(39) := var(39) + ((2**14)*(enemy,Name = "Babidi Z2"))
;Check if VS Vegetto
trigger1 = 1 || var(39) := var(39) + ((2**15)*(enemy,Name = "Vegetto Z2"))
;Check if VS Satan
trigger1 = 1 || var(39) := var(39) + ((2**16)*((enemy,Name = "Shin Satan Z2")))
;Check if VS Tien
trigger1 = 1 || var(39) := var(39) + ((2**17)*((enemy,Name = "TenShinHan Z2")))
;Check if VS Krillin
trigger1 = 1 || var(39) := var(39) + ((2**18)*((enemy,Name = "Krillin Z2")))
;;Check if VS Jiren
trigger1 = 1 || var(39) := var(39) + ((2**29)*(enemy,Name = "Jiren Z2"))
;Check if VS Gohan
trigger1 = 1 || var(39) := var(39) + ((2**20)*(enemy,Name = "Gohan Z2"))
;Check if VS Freeza
trigger1 = 1 || var(39) := var(39) + ((2**21)*((enemy,Name = "Golden Freeza Z2") || (enemy,Name = "Freeza Z2")))
;Check if VS Gotenks
trigger1 = 1 || var(39) := var(39) + ((2**22)*(enemy,Name = "Gotenks Z2"))
;Check if VS Buu
trigger1 = 1 || var(39) := var(39) + ((2**23)*(enemy,Name = "Buu Z2"))
;Check if VS Goku
trigger1 = 1 || var(39) := var(39) + ((2**24)*((enemy,Name = "Goku Z2") || (enemy,Name = "SSJ Goku Z2")))
;Check if VS Vegeta
trigger1 = 1 || var(39) := var(39) + ((2**25)*((enemy,Name = "Normal Vegeta Z2") || (enemy,Name = "Majin Vegeta Z2") || (enemy,Name = "SSJ Vegeta Z2")))
;Check if VS Mini-Game Character
trigger1 = 1 || var(39) := var(39) + ((2**26)*((enemy,Name = "Saibamen Z2") || (enemy,Name = "FarmerZ2") || (enemy,Name = "DrBriefs Z2")))
;Check if VS Broly
trigger1 = 1 || var(39) := var(39) + ((2**27)*(enemy,Name = "Broly Z2i"))
;Check if VS Goku Black(The first name is not an official character!)
trigger1 = 1 || var(39) := var(39) + ((2**28)*((enemy,name = "SSR Goku Black Z2i") || (enemy,name = "Black Z2")))
;Check if VS Pilaf Machine
trigger1 = 1 || var(39) := var(39) + ((2**29)*(enemy,name = "Pilaf Machine Z2"))
;Grab scaling for localcoord fix
trigger1 = 1 || fvar(33) := enemy,const480p(1)
persistent = 0

;Palette Code
[State 5900, Apply Pal]
type = RemapPal
trigger1 = var(58)
source = 1,1
dest = 1,var(58)

[State 5900, End]
type = changestate
trigger1 = !time
value = ifelse(roundno = 1, 191, 0)
