[Data]
life=1000
attack=100
defence=100
fall.defence_up=50
liedown.time=60
airjuggle=15
sparkno=2
guard.sparkno=40
volume=0
echo=0

[Size]
xscale=1
yscale=1
z.width=3
ground.back=15
ground.front=15
air.back=12
air.front=12
height=60
attack.width=0
attack.dist=160
proj.attack.dist=90
proj.doscale=0

[Movement]
airjump.num=0
airjump.height=35
yaccel=0.43
crouch.friction=0.82
stand.friction=0.85

[Velocity]
walk.fwd=2.1
walk.back=-1.9
run.fwd=4.0,0
run.back=-4.5,-3.8
runjump.back=-2.55,-8.1
runjump.fwd=4,-8.1
jump.neu=0,-9.1
jump.back=-2.55,0
jump.fwd=2.5,0
airjump.neu=0,-8.1
airjump.back=-2.55,-8.1
airjump.fwd=2.5,-8.1

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170 , 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

; WIN
[Statedef 180]
type = S

[State 180, 1] ;Vitoria Normal
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 1
value = 189

[State 180, 1] ; Final
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 0
value = 9797

; Final 
;Animação do Final

[Statedef 9797]
type = S
ctrl = 0
velset = 0,0,0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9797
facing = 1
pos = 0,0
postype = left
sprpriority = 1;-2
bindtime = -1
ownpal = 1
supermove = 1
removetime = 99999999999999999999999999

[Statedef 189]
type = S

[State 180,1]
type = ChangeState
trigger1 = MatchOver != 1
trigger1 = Time = 0
value = 181

[State 180,2]
type = ChangeState
trigger1 = MatchOver = 1
trigger1 = Time = 0
value = 182

[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181 , 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 183
ctrl = 1

[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 181 , 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[Statedef 190]

[State 190, 3]
type = ChangeState
trigger1 = random <= 449
value = 191

[State 190, 3]
type = ChangeState
trigger1 = random <= 449
value = 192

[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, Som_da_Queda]
type = PlaySnd
trigger1 = Time = 15
value = 0,2

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,400]
flag = intro

[State 190, 1] ;If opponent 
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger2 = P2Name = "N-Trunks by EmuBoarding"
trigger3 = P2Name = "Recoom by Lucifer"
trigger4 = P2Name = "Goku Super Sayajin 2 by ribeiro"
trigger5 = P2Name = "Mr.Satan"
trigger6 = P2Name = "Goku SSJ4 by _Vision and MRP"
trigger7 = P2Name = "Androide 18 by _Vision"
trigger8 = P2Name = "Broli Remix ver1.2"
trigger9 = P2Name = "Cell por Ssonic"
trigger10= P2Name = "Cell Junior by _Vision"
trigger11= P2Name = "C-Trunks by EmuBoarding"
trigger12= P2Name = "Freeza by OverMind";
trigger13= P2Name = "Goten by Alunfl@"
trigger14= P2Name = "Kaio Shin by Alunfl@"
trigger15= P2Name = "Kame by EmuBoarding"
trigger16= P2Name = "Kuririn by EmuBoarding"
value = 159999

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 159999
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600


[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,400]
flag = intro

[State 190, 1] ;If opponent 
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Goku-n-hd by EmuBoarding"
trigger2 = P2Name = "N-Trunks by EmuBoarding"
trigger3 = P2Name = "Recoom by Lucifer"
trigger4 = P2Name = "Goku Super Sayajin 2 by ribeiro"
trigger5 = P2Name = "Mr.Satan"
trigger6 = P2Name = "Goku SSJ4 by _Vision and MRP"
trigger7 = P2Name = "Androide 18 by _Vision"
trigger8 = P2Name = "Broli Remix ver1.2"
trigger9 = P2Name = "Cell por Ssonic"
trigger10= P2Name = "Cell Junior by _Vision"
trigger11= P2Name = "C-Trunks by EmuBoarding"
trigger12= P2Name = "Freeza by OverMind";
trigger13= P2Name = "Goten by Alunfl@"
trigger14= P2Name = "Kaio Shin by Alunfl@"
trigger15= P2Name = "Kame by EmuBoarding"
trigger16= P2Name = "Kuririn by EmuBoarding"
value = 159999

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 159999
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 2500, 6]
type = null;PlaySnd
trigger1 = Time =[1,130]
trigger2 = TimeMod = 150,0;150, 0
value = 0, 26
volume=20

[State 2500, 6]
type = PlaySnd
trigger1 = TimeMod = 20, 0
value = 0, 26

[State 3000, Super]
type = Explod
trigger1 = time = 1
anim = 1921
pos = 0,3
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1
removetime = 150

; INTRO Especial

;Intro padão
[Statedef 159999]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, Som_da_Queda]
type = PlaySnd
trigger1 = Time = 15
value = 0,2

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,700]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 159998
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 900

[State 190, 3]
type = changestate
trigger1 = animtime = 800
value = 0
ctrl = 0

[Statedef -2]

; Power bar sobe sozinha
[State -2,1]
type = poweradd
trigger1 = time >= 0
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
trigger10 = palno = 10
trigger11 = palno = 11
trigger12 = palno = 12
value = 1

[State -2,1]
type = VarSet
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
trigger10 = palno = 10
trigger11 = palno = 11
trigger12 = palno = 12
v = 1
value = 1
