;#####################################################################################################################
;## 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
value = 0
first = 0
last = 57 

[State 5900, 2] ;Clear all float variables
type = VarRangeSet
trigger1 = roundsexisted = 0
fvalue = 0
first = 0
last = 39 

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

;Easy Commands
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 48 
 ;#####################################################################################################################
;## Change to affect the commands for his 360 throws and Mash Punch
;0 = Default
;1 = Easy
value = 0

;White Flash during LVL3
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 49
 ;#####################################################################################################################
;## Change to affect screen flashing during lvl3
;0 = Off
;1 = On
value = 0

; 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

; SUPER BACKGROUND CHOICE
[State 5900, 3]
type = VarSet
trigger1 = 1
v = 13
;#####################################################################################################################
;## Choose which super background you want to use when Goku kills the opponent with a Super or Ultra move. Set the
;## value to 0 to use the Street Fighter 3 Super BG, set the value to 1 to use the Jojo's Bizarre Adventure Super BG.
;## Set the value to 2 to use the Super Dragon Ball Z Super BG. Set the value to any number greater than 2 to disable
;## Super Background.
;## 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 = 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 = 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

;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


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


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


;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)

;CS CONTRIBUTORS: BrawlersintheZone

;beam combo helper
[StateDef 100206]
type = S
movetype= A
physics = N
ctrl = 0
sprpriority = 1
anim = 91822



[State 4500, 2];long sound
type = PlaySnd
trigger1 = time = 0
value = 551,1

[State 4500, 2];long sound
type = PlaySnd
trigger1 = time = 0
value = 551,1

[State 4500, 2];long sound
type = PlaySnd
trigger1 = time = 0
value = 551,1

[State 4500, 2];long sound
type = PlaySnd
trigger1 = time = 0
value = 551,1

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = enemy,lifemax < 3000
trigger2 = enemy(1),lifemax < 3000
value = -lifemax*0.01
ID = -1
kill = 1
absolute = 1
;ignorehitpause = 
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = enemy,lifemax >= 3000 && enemy,lifemax < 5000
trigger2 = enemy(1),lifemax >= 3000 && enemy(1),lifemax < 5000
value = -lifemax*0.02
ID = -1
kill = 1
absolute = 1
;ignorehitpause = 
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = enemy,lifemax >= 5000 && enemy,lifemax < 10000
trigger2 = enemy(1),lifemax >= 5000 && enemy(1),lifemax < 10000
value = -lifemax*0.05
ID = -1
kill = 1
absolute = 1
;ignorehitpause = 
;persistent = 

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = enemy,lifemax >= 10000 && enemy,lifemax < 20000
trigger2 = enemy(1),lifemax >= 10000 && enemy(1),lifemax < 20000
value = -lifemax*0.17
ID = -1
kill = 1
absolute = 1
;ignorehitpause = 
;persistent = 

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = enemy,lifemax >= 20000 && enemy,lifemax < 30000
trigger2 = enemy(1),lifemax >= 20000 && enemy(1),lifemax < 30000
value = -lifemax*0.25
ID = -1
kill = 1
absolute = 1
;ignorehitpause = 
;persistent = 

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = enemy,lifemax >= 30000 && enemy,lifemax < 60000
trigger2 = enemy(1),lifemax >= 30000 && enemy(1),lifemax < 60000
trigger3 = Enemy(1),power >= 40000 && enemy(1),power < 40000
trigger3 = Enemy,power >= 40000 && enemy,power < 40000
value = -lifemax*0.45
ID = -1
kill = 1
absolute = 1
;ignorehitpause = 
;persistent = 

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = enemy,lifemax >= 60000 && enemy,lifemax < 120000
trigger2 = enemy(1),lifemax >= 60000 && enemy(1),lifemax < 120000
trigger3 = Enemy(1),power >= 80000 && enemy(1),power < 90000 
trigger3 = Enemy,power >= 80000 && enemy,power < 90000
value = -lifemax*0.67
ID = -1
kill = 1
absolute = 1
;ignorehitpause = 
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = enemy,lifemax >= 120000 && enemy,lifemax < 240000
trigger2 = enemy(1),lifemax >= 120000 && enemy(1),lifemax < 240000
trigger3 = Enemy(1),power >= 90000 && enemy(1),power < 120000 
trigger3 = Enemy,power >= 90000 && enemy,power < 120000 
value = -60000*0.85
ID = -1
kill = 1
absolute = 1
;ignorehitpause = 
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = enemy,life > 240000
trigger2 = enemy(1),life > 240000
trigger3 = Enemy(1),power >= 120000 && enemy,power < 150000
trigger3 = Enemy,power >= 120000 && enemy(1),power < 150000 
value = -lifemax*0.99
ID = -1
kill = 1
absolute = 1
;ignorehitpause = 
;persistent =


[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = movehit
trigger1 = Enemy(1),power >= 150000 
trigger2 = Enemy,power >= 150000
value = -lifemax*20000
ID = -1
kill = 1
absolute = 1


[State ,ScreenBound]
Type = ScreenBound
trigger1 = 1
value = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = enemy,lifemax >= 10000 && enemy,lifemax < 20000
trigger2 = enemy(1),lifemax >= 10000 && enemy(1),lifemax < 20000
value = 40
ignorehitpause = 1
persistent = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = enemy,lifemax >= 20000 && enemy,lifemax < 30000
trigger2 = enemy(1),lifemax >= 20000 && enemy(1),lifemax < 30000
value = 60
ignorehitpause = 1
persistent = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = enemy,lifemax >= 10000 && enemy,lifemax < 20000
trigger2 = enemy(1),lifemax >= 10000 && enemy(1),lifemax < 20000
value = 40
ignorehitpause = 1
persistent = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = enemy,lifemax >= 20000 && enemy,lifemax < 30000
trigger2 = enemy(1),lifemax >= 20000 && enemy(1),lifemax < 30000
value = 60
ignorehitpause = 1
persistent = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = enemy,lifemax >= 30000 && enemy,lifemax < 60000
trigger2 = enemy(1),lifemax >= 30000 && enemy(1),lifemax < 60000
value = 100
ignorehitpause = 1
persistent = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = enemy,lifemax >= 60000 && enemy,lifemax < 120000
trigger2 = enemy(1),lifemax >= 60000 && enemy(1),lifemax < 120000
value = 200
ignorehitpause = 1
persistent = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = enemy,lifemax >= 100000 && enemy,lifemax < 150000
trigger2 = enemy(1),lifemax >= 100000 && enemy(1),lifemax < 150000
value = 400
ignorehitpause = 1
persistent = 1

[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = enemy,lifemax >= 150000
trigger2 = enemy(1),lifemax >= 150000 
value = 2000
ignorehitpause = 1
persistent = 1

[State 0]
type = HitDef
trigger1 = timemod = 5,0
damage = 180,80
attr = S, NA
hitflag = MAF
guardflag = MAF
pausetime = 0,8
sparkno = s10030
guard.sparkno = s10000
sparkxy = -32,-30
ground.slidetime = 0
ground.hittime  = 10
air.hittime = 10
ground.velocity = -40,-3
air.velocity = -40,-3
getpower = 5
fall = 1
fall.recover = 0

[State 0, TargetState]
type = TargetState
trigger1 = movehit = 1
value = 4299
ID = -1
;ignorehitpause = 
;persistent =
 


[State 0]
type = Destroyself
trigger1 = parent,stateno != 400999

[Statedef 400999]
type = S
physics = S
movetype = A
anim = 400999
ctrl = 0
velset = 0,0
sprpriority = 1
poweradd = -2000


[State 1000, shake]
type = EnvShake
trigger1 = !(time%4)
time=4
freq=80
ampl=1.5+0.02*time

[State 0, Super FX]
type = Explod
trigger1 = time = 5
anim = 10200
id = 10200
pos = 16,-60
postype = p1
supermovetime = 9999
pausemovetime = 9999
removetime = -2
sprpriority = 8
ownpal = 1
bindtime = -1
scale = 1,1
persistent = 0

[State 250, 1]
type = PlaySnd
;trigger1 = AnimElem = 21
trigger1 = time = 0
value = 181,20
persistent = 8

[State 250, 1]
type = PlaySnd
;trigger1 = AnimElem = 21
trigger1 = time = 0
value = 181,20
persistent = 8

[State 250, 1]
type = PlaySnd
;trigger1 = AnimElem = 21
trigger1 = time = 0
value = 181,20
persistent = 8



[State 250, 1]
type = PlaySnd
;trigger1 = AnimElem = 21
trigger1 = animelem = 4
value = 8,6
persistent = 8

[State 250, 1]
type = PlaySnd
;trigger1 = AnimElem = 21
trigger1 = animelem = 4
value = 8,6
persistent = 8

[State 250, 1]
type = PlaySnd
;trigger1 = AnimElem = 21
trigger1 = animelem = 4
value = 8,6
persistent = 8


[State 250, 1]
type = PlaySnd
;trigger1 = AnimElem = 21
trigger1 = time = 0
value = 2000,0
persistent = 8

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time= [0,40]
time = 150
mul = ceil(256-time*5),ceil(256-time*5),ceil(256-time*5)

[State 0]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "Effect"
ID = 100206
stateno = 100206
pos = 0,0
postype = p1
ownpal =1
size.xscale = 1
size.yscale = 1
supermovetime =9999
pausemovetime = 9999

[State 250, 1]
type = PlaySnd
trigger1 = animelem = 21
value = 2,11
channel = 14
persistent = 0
[State 3002, StopSnd]
type = StopSnd
trigger1 = movetype = H
channel = 14
[State 193, Explod]
type = Explod
trigger1 = animelem = 21
anim = 3005
ID = 3005
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = -1
sprpriority = 2
removeongethit = 1
supermovetime = 40
removetime = 240
persistent = 0
[State 2200, 3]
type = ChangeState
triggerall = pos y >= 0
trigger1 = time = 252
value = 0
ctrl = 1

[State 2200, 3]
type = ChangeState
triggerall = pos y < 0
trigger1 = time = 252
value = 50
ctrl = 1

[Statedef 4299]
type    = A
movetype= H
physics = S

[State 0, PosSet]
type = velset
trigger1 = 1
y = (p2dist y) = 0
;ignorehitpause = 
;persistent = 

[State 1380, HELPER: Return to normal]
   type = Destroyself
   trigger1 = 1

[State 3305]
Type = HitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 429, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5030

[state 0]
type = playsnd
trigger1 = enemy,stateno != 400999
value = S11,0


[State 1039, next]
type = selfState
trigger1 = enemy,stateno != 400999
value = 5000
ctrl = 0


[Statedef 40299]
type    = A
movetype= H
physics = S

[State 3305]
Type = HitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1

[State 429, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5030



[State 1039, next]
type = selfState
trigger1 = time >=100||!alive
value = 5000
ctrl = 0

