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

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

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6,0

[State 190, 1] ;If opponent is Vegeta's
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Vegeta Normal 2 by EB"
trigger2 = P4Name = "Vegeta Normal 2 by EB"
trigger3 = P2Name = "Vegeta Super Sayjin 4 by EB and BS"
trigger4 = P4Name = "Vegeta Super Sayjin 4 by EB and BS"
trigger5 = P2Name = "vegeta-n-3 by EmuBoarding"
trigger6 = P4Name = "vegeta-n-3 by EmuBoarding"
trigger7 = P2Name = "Vegeta by OverMind"
trigger8 = P4Name = "Vegeta by OverMind"
value = 191

[State 190, 1] ;If opponent is Kurilin
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Kuririn by EmuBoarding"
trigger2 = P4Name = "Kuririn by EmuBoarding"
value = 194

[State 190, 1] ;If opponent is Freeza's
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "N-Trunks by EmuBoarding"
trigger2 = P4Name = "N-Trunks by EmuBoarding"
value = 192

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 199
facing = 1
pos = 10,65
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 190, 3]
type = changestate
trigger1 = animtime = 320
value = 0
ctrl = 0

;----------------------------------------------------------

;Intro contra o Vegeta's
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,500]
flag = intro

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6,0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 191
facing = 1
pos = 10,65
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = 190, 190

[State 190, 3]
type = changestate
trigger1 = animtime = 999
value = 0
ctrl = 0

;-----------------------------------------------------------

;Intro contra o Goku's
[Statedef 193]
type = S
ctrl = 0
anim = 198
velset = 0,0,0

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

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 193
facing = 1
pos = 10,65
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = 190, 190

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;------------------------------------------------------------

;Intro contra o Trunk's
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,900]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 192
facing = 1
pos = 10,65
postype = left
sprpriority = 1;-2
bindtime = 900
ownpal = 1
supermove = 1
removetime = 900

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6,0

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = 190, 190

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;----------------------------------------------------

;Intro contra o Kurilin
[Statedef 194]
type = S
ctrl = 0
anim = 198
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,300]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 194
facing = 1
pos = 10,65
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = 190, 190

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0
