; gohan ajudante constants.
; Format (case insensitive):
; [groupname]        
; constname = "value"

;---------------------------------------------------------------------------
; Gohan Vem 
[Statedef 10000]
type = S
movetype = I
physics = N
anim = 9002
velset = 4.5,0 
ctrl = 0
 
[State 9500, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 10003
 
[State 9500, 2]
type = sprpriority
trigger1 = Time = 0
value = 2
 
[State 9500, 4]
type = ChangeState
trigger1 = RootDist X <= -30
value = 10002

[State 9500, 5]
type = VelSet
trigger1 = RootDist X <= -30
x = 0
y = 0

;---------------------------------------------------------------------------
; Gohan solta Masenko
[Statedef 10002]
type = S
movetype = A
physics = S
anim = 9004
velset = 0,0
ctrl = 0

[State 9500, 1] 
type = playsnd
trigger1 = AnimElem = 1
value = 500,0

[State 9500, 1] 
type = Explod
trigger1 = AnimElem = 1
anim = F101
pos = -2,-49
postype = P1
sprpriority = 5
removeongethit = 1
bindtime = 1
supermove = 1
ownpal = 1

[State 9500, 1]
type = HitOverride
trigger1 = time = 0
time = -1
attr = SCA, AA, AT, AP
slot = 0
stateno = 10003
 
[State 9501, 2]
type = sprpriority
trigger1 = Time = 0
value = 2
 
[State 3000] 
type = explod
trigger1 = projcontact(6004) = 1
anim = 6021
pos = 0,-60
postype = p2
sprpriority = 999
bindtime = 1

[State 3000, 4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 6999
projhitanim = 6999
projhits = 20
projmisstime = 4
projremanim = 3006
projshadow = -1
projpriority = 30
projremovetime = 150
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 6004
velocity = 0.001,0.001
offset = 13,-36
attr = S, HP
damage   = 10,5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 1,5
hitsound   = 5,2
sparkxy = 500,500
guardsound = 6,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10,-2
air.animtype = Back
air.velocity = -10,-2
air.recover = 0
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 1
fall = 1
fall.recover = 0

[State 9501, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 10001

;---------------------------------------------------------------------------
; Gohan Vaza após o Mansenko
[Statedef 10001]
type = S
movetype = I
physics = N
anim = 9003
velset = -4.5,0

[State 9507, 3]
type = Veladd
trigger1 = Time > 0
x = 0
y = 0

[State 3000, 1]
type = ChangeState
trigger1 = win = 1
value = 10006

[State 3000, 1]
type = ChangeState
trigger1 = Lose = 1
value = 10007

[State 3000, 1]
type = ChangeState
trigger1 = lose = 1
value = 10006

[State 9507, 3]
type = DestroySelf
trigger1 = BackEdgeBodyDist < -35

;---------------------------------------------------------------------------
; Gohan é acertado
[Statedef 10003]
type = A
movetype = I
physics = N
anim = 9005
velset = -4,-4,0

[State 9500, 1] 
type = playsnd
trigger1 = AnimElem = 1
value = 500,1
 
[State 9506, 1]
type = Gravity
trigger1 = time >= 0
 
[State 9506, 2]
type = ChangeState
trigger1 = Pos Y >= -1
trigger1 = Pos Y > 0
value = 10004

;---------------------------------------------------------------------------
; gohan morto 
[Statedef 10004]
type = S
movetype = I
physics = N
anim = 9006
velset = 0,0

[State 9507, 1]
type = Gravity
trigger1 = Time >= 32

[State 9506, 2]
type = ChangeState
trigger1 = animTime = 0
value = 10005

;---------------------------------------------------------------------------
; gohan levanta e sai
[Statedef 10005]
type = S
movetype = I
physics = N
anim = 9007
velset = 0,0

[State 9506, 2]
type = ChangeState
trigger1 = animTime = 0
value = 10001

;---------------------------------------------------------------------------
; gohan vence 
[Statedef 10006]
type = S
movetype = I
physics = N
anim = 9009
velset = 0,0

[State 9507, 3]
type = DestroySelf
trigger1 = animTime = 0

;---------------------------------------------------------------------------
; gohan perde
[Statedef 10007]
type = S
movetype = I
physics = N
anim = 9008
velset = 0,0

[State 9507, 3]
type = DestroySelf
trigger1 = animTime = 0


