; Goten from DBZ3
; Format (case insensitive):
;  [groupname]        
;  constname = "value"

[Data]
life = 1000          ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = 600           ;Volume offset (negative for softer)

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 15    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
height = 60	     ;Height of player (for opponent to jump over)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   

[Velocity]
walk.fwd  = 2.3      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -4.5,-3.8 ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-8.1    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55,-8.1 ;Air jump speeds (opt)
airjump.fwd = 2.5,-8.1    ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...


;---------------------------------------------------------------------------
 RUN_FWD
[Statedef 100]
type    = S
physics = S
anim = 100

[State 100, 1]
type = VelSet
trigger1 = 1
x = 5
y = 0

[State 100,assert]
type = AssertSpecial
trigger1 = command = "holdfwd"
flag = nowalk


[State 100, 2]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
 RUN_BACK
[Statedef 105]
type    = S
physics = S
anim = 105

[State 100, 1]
type = VelSet
trigger1 = 1
x = -5
y = 0

[State 100,assert]
type = AssertSpecial
trigger1 = command = "holdback"
flag = nowalk


[State 100, 2]
type = ChangeState
trigger1 = command != "holdback"
value = 0



;---------------------------------------------------------------------------
; Derrota
[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

; Vitoria
[Statedef 189]
type = S

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

;---------------------------------------------------------------------------
; Vitoria Parte1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

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

;---------------------------------------------------------------------------
; Introdução
[Statedef 191]
type = S
ctrl = 0
anim = 190
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";
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

; INTRO Especial

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

[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


;---------------------------------------------------------------------------
; Soco Fraco
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                  
ctrl = 0                    
anim = 200                   
poweradd = 20                  

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 20                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-35             
hitsound = 5,0                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Soco Forte
[Statedef 210]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                  
ctrl = 0                    
anim = 210                   
poweradd = 20                  

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage    = 23                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                                           
pausetime = 7,8                  
numhits = 1                                        
sparkxy = -10,-35             
hitsound = 5,1                  
guardsound = 6,0                
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 210, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Chute Fraco
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 15
ctrl = 0
velset = 0,0,0
anim = 230

[State 210, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 20
guardflag = MA                   
priority = 3
pausetime = 8,10                 
sparkxy = -10,-5
sparkno = 0
hitsound = 5,0                   
guardsound = 6,0                 
ground.type = Low                 
ground.slidetime = 8             
ground.hittime  = 10             
ground.velocity = -4             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Chute Forte
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 240

[State 240, 1] 
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 38
guardflag = MA
pausetime = 11,11
sparkxy = -10,-50
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 240]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 0

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Soco Fraco Abaixado
[Statedef 300]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 30
ctrl = 0
anim = 300

[State 300, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,0

[State 1010, 2]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,70

[State 1010, 3]
type = PlaySnd
trigger1 = Var(1) = [0,10]
value = 0,0
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [11,20]
value = 0,0
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [21,30]
value = 0,1
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [31,40]
value = S3,2
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [41,50]
value = S3,3
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [51,60]
value = S3,4
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [61,70]
value = S3,5
persistent = 0

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 3
value = s0,12

[State 212, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = 15
guardflag = LA
pausetime = 8,8
sparkxy = -10,-21
hitsound   = S0,0
guardsound = S0,21
ground.type = Low
ground.slidetime = 7
ground.hittime  = 13
ground.velocity = -4.3
air.velocity = -2.5,-3

[State 212, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Soco Forte Abaixado
[Statedef 310]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 310

[State 310, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0

[State 310, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 22
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20

[State 310, 3]
type = CtrlSet
trigger1 = Time = 4
value = 1

[State 310, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;Chute Fraco Abaixado
[Statedef 330]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 15
ctrl = 0
anim = 330

[State 330, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,0

[State 330, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage   = 16
guardflag = LA                 
priority = 3
pausetime = 8,9                 
sparkxy = -10,-5
sparkno = 0
hitsound = 5,0                   
guardsound = 6,0                 
ground.type = Low                 
ground.slidetime = 8             
ground.hittime  = 8             
ground.velocity = -4.5             
airguard.velocity = -1.9         
air.velocity = -1.3,-3           

[State 330, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Chute Forte Abaixado
[Statedef 340]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 50
ctrl = 0
anim = 340

[State 340, 0]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 0

[State 340, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 32
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = LA
pausetime = 12,12
sparkxy = -5,-10
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 340, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Soco Fraco Pulando
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1,0

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 16
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-60
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3     

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Soco Fraco Pulando (Movendo)
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 635

[State 635, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1,0

[State 635, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 16
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-70
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3     

;---------------------------------------------------------------------------
;Soco Forte Pulando
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 640

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1,0

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 29
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3     

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Soco Forte Pulando (Movendo)
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 645

[State 645, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1,0

[State 645, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 29
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-70
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3     
;---------------------------------------------------------------------------
; Chute Fraco Pulando
[Statedef 430]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 60
;velset = 0
ctrl = 0
anim = 430

[State 430, 0]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,0

[State 1010, 2]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,70

[State 1010, 3]
type = PlaySnd
trigger1 = Var(1) = [0,10]
value = S0,0
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [11,20]
value = S0,0
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [21,30]
value = S3,1
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [31,40]
value = S3,2
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [41,50]
value = S3,3
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [51,60]
value = S3,4
persistent = 0

[State 1010, 4]
type = PlaySnd
trigger1 = Var(1) = [61,70]
value = S3,5
persistent = 0

[State 200, SFX]
type = PlaySnd
trigger1 = Animelem = 2
trigger1 = anim = 430
value = s0,12

[State 230, 5]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 21
animtype  = Light
guardflag = MA
pausetime = 8,8
sparkxy = -10,-60
hitsound   = S0,3
guardsound = S0,21
ground.type = High
ground.slidetime = 17
ground.hittime  = 19
ground.velocity = -8.5

[State 222, 5]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = anim = 430
value = 44
;ctrl = 1

;--------------------------------------------------------------------------- 
;Chute Forte Pulando
[Statedef 440]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 440

[State 440, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6,0

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 40
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;------------------------------------------------------------------------------------------------
; Fireball
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0

[State 1000, 3]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0 

[State 1000, 4]
type = Projectile
trigger1 = Time = 14
ProjAnim = 1005         
ProjHitAnim = 1009      
ProjRemAnim = 1009      
;ProjStageBound = 40
;ProjEdgeBound = 40
;ProjHeightBound = -240, 1
offset = 25, -56        
velocity = 5.5, 0       
remvelocity = .7, 0     
accel = 0, 0            
attr = S, SP
damage    = 70,4
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Fireball Tripla
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1010
velset = 0

[State 1010, 3]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 1010, 4]
type = Projectile
trigger1 = Time = 14
ProjAnim = 1005         
ProjHitAnim = 1009      
ProjRemAnim = 1009      
;ProjStageBound = 40
;ProjEdgeBound = 40
;ProjHeightBound = -240, 1
offset = 25, -56        
velocity = 8.5, 0       
remvelocity = .7, 0    
accel = 0, 0            
attr = S, SP
damage    = 69,4
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 1010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1011
ctrl = 1

;Fireball Tripla1
[Statedef 1011]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1011
velset = 0

[State 1011, 3]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 1011, 4]
type = Projectile
trigger1 = Time = 14
ProjAnim = 1005         
ProjHitAnim = 1009      
ProjRemAnim = 1009      
;ProjStageBound = 40
;ProjEdgeBound = 40
;ProjHeightBound = -240, 1
offset = 25, -56        
velocity = 8.5, 0       
remvelocity = .7, 0     
accel = 0, 0            
attr = S, SP
damage    = 69,4
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 1011, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1012
ctrl = 1

; Fireball Tripla2
[Statedef 1012]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1012
velset = 0

[State 1012, 3]
type = PlaySnd
trigger1 = Time = 2
value = 5, 0

[State 1012, 4]
type = Projectile
trigger1 = Time = 14
ProjAnim = 1005         
ProjHitAnim = 1009      
ProjRemAnim = 1009      
;ProjStageBound = 40
;ProjEdgeBound = 40
;ProjHeightBound = -240, 1
offset = 25, -56        
velocity = 8.5, 0       
remvelocity = .7, 0     
accel = 0, 0           
attr = S, SP
damage    = 69,4
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.type = Low
air.velocity = -2.5,-5.5
air.juggle = 3

[State 1012, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Charge (Começo)
[Statedef 730]
type = S
movetype = I
physics = S
anim = 730
velset = 0
ctrl = 0

[State 730, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

[State 730, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

; Charge
[Statedef 735]
type = S
movetype = I
physics = S
anim = 735

[State 735, 1]
type = ChangeState
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value = 740

[State 735, 2]
type = PowerAdd
trigger1 = Time = [0,12]
value = 3

[State 735, 2]
type = ChangeState
trigger1 = Power >= 3000
value = 741

[State 735, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

; Charge (Fim)
[Statedef 740]
type = S
movetype = I
physics = S
anim = 740

[State 740, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Charge Parte1
[Statedef 741]
type = S
movetype = I
physics = S
anim = 740

[State 741, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 741, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Special Kick
[Statedef 1050]
type    = A
movetype= A
physics = A
anim = 1050

[State 1050, 0]
type = VelSet
trigger1 = Time = 0
x = 10
y = 2

[State 1050, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 1050, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0

[State 1050, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0

[State 1050, 3]
type = HitDef
trigger1 = Time = 17
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5  
air.velocity = 0,0

[State 1050, 4]
type = HitDef
trigger1 = Time = 19
attr = A, SA
damage    = 85, 4
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = -5,-53
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = High
air.type = low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -2.8,-2.1
air.fall = 1
fall = 1

[State 1050, 5]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 52

;---------------------------------------------------------------------
; Sequencia
[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0
anim = 1060

[State 1060, 0]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 1060, 2]
type = afterimage
trigger1 = AnimElem = 1 
time = 100
TimeGap  = 1
FrameGap = 4

[State 1060, 13]
type = EnvShake
trigger1 = AnimElem = 20
time = 25
ampl = -5
freq = 90
phase = 90

[State 1060, 1] 
type = null
trigger1 = Time = 2
value = 0, 1

[State 1060, 2]
type = veladd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
x = 5

[State 1060, 3]
type = veladd
trigger1 = AnimElem = 6
x = -5

[State 1060, 4]
type = veladd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
x = 5

[State 1060, 5]
type = veladd
trigger1 = AnimElem = 8
x = -5

[State 1060, 6]
type = veladd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
x = 5

[State 1060, 7]
type = veladd
trigger1 = AnimElem = 10
x = -5

[State 1060, 8]
type = veladd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 12
x = 5

[State 1060, 9]
type = veladd
trigger1 = AnimElem = 12
x = -5

[State 1060, 10]
type = veladd
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
x = 5

[State 1060, 11]
type = veladd
trigger1 = AnimElem = 15
x = -5

[State 1060, 12]
type = veladd
trigger1 = AnimElem = 16
trigger2 = AnimElem = 17
x = 5

[State 1060, 13]
type = veladd
trigger1 = AnimElem = 17
x = 0

[State 1060, 14]
type = veladd
trigger1 = AnimElem = 18
trigger2 = AnimElem = 19
x = 5

[State 1060, 15]
type = veladd
trigger1 = AnimElem = 19
x = -5

[State 1060, 16]
type = veladd
trigger1 = AnimElem = 20
trigger2 = AnimElem = 20
x = 5

[State 1060, 17]
type = veladd
trigger1 = AnimElem = 20
x = -5

[State 1060, 18]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HP
animtype  = Hard
damage    = 66
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1060, 19]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
animtype  = Hard
damage    = 60
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1060, 20]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HP
animtype  = Hard
damage    = 60
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1060, 21]
type = HitDef
trigger1 = AnimElem = 11
attr = S, NA                     
damage    = 30                   
animtype = Light                  
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
                                 
pausetime = 7,8                  
numhits = 1                      
sparkno = 0                   
sparkxy = -10,-70                
                                
hitsound = 5,0                   
guardsound = 6,0                 
ground.type = High                 
ground.slidetime = 5             
ground.hittime  = 11             
ground.velocity = -4             
fall = 0

[State 1060, 22]
type = HitDef
trigger1 = AnimElem = 14
attr = C, NA
damage    = 28
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 0


[State 1060, 23]
type = HitDef
trigger1 = AnimElem = 17
attr = C, NA
damage    = 38
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
fall = 0

[State 1060, 24]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HP
animtype  = Hard
damage    = 33
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall.animtype = Hard
fall = 1

[State 1060, 25]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
;Change Side
[Statedef 101]
type    = S
physics = S
;movetype = I
anim = 101
ctrl = 0

[State 101, 0]
type = AfterImage
trigger1 = Time = 0
time = 30
TimeGap  = 1
FrameGap = 3

[State 101, 0]
type = sprpriority
trigger1 = time > 0
value = -1


[State 101, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 101, 1]
type = MakeDust
trigger1 = AnimElem = 8, >= 0
pos = 38,5


[State 101, 2]
type = VelSet
trigger1 = Time >= 0
trigger1 = Time <= 18
x = 8.1


[State 101, 2]
type = Velmul
trigger1 = time = 19
x = 1.2

[State 101, 2]
type = PlaySnd
trigger1 = time = 1
value = 5,0

[State 101, 9]
type = ChangeState
triggerall = time >= 1
triggerall = Time <= 18
trigger1 = p2bodydist X <= -15
trigger1 = command = "special kick"
value = 102

[State 101, 5]
type = ChangeState
triggerall = time >= 1
triggerall = Time <= 18
trigger1 = command = "special kick"
value = 900

[State 101, 10]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; Power Ball
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 10
ctrl = 0
anim = 205
poweradd = 55

[State 205, 2]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,60

[State 205, 2]
type = PlaySnd
trigger1 = time = 1
value = 3,0

[State 205,1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NT
damage    = 101
getpower  = 50
givepower = 25
guardflag = MA
sparkno = 1
priority = 3
pausetime = 9,10
sparkxy = -10,-35
hitsound = S60,12
guardsound = 6,0
p2stateno = 206
p2getp1state = 1
p2facing = 1
ground.type = high
ground.slidetime = 9
ground.hittime  = 14
ground.velocity = -4   
air.velocity = -2.2,-4
fall = 1
fall.yvelocity = -2.5
fall.recover = 0

[State 205, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 206]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 0,0

[State 206, 1]
type = Changeanim2
trigger1 = Time = 0
value = 207

[State 206,3]
type = PosAdd
trigger1 = time > 1
trigger1 = backedgebodydist > 0
x = -15

[State 206, 6]
type = ChangeState
trigger1 = backedgebodydist <= 3
value = 207
ctrl = 0

[Statedef 207]
type    = S
movetype= H
physics = N

[State 207, 0]
type = PlaySnd
Trigger1 = Time = 0
value = F5,4

[State 207, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 207

[State 207, 4]
type = EnvShake
Trigger1 = Time = 0
time = 15
ampl = -3
freq = 90
phase = 90

[State 207, 6]
type = ChangeState
trigger1 = Time = 10
value = 208

[Statedef 208]
type    = S
movetype= H
physics = S
ctrl = 0
velset = 2,-5
anim = 207

[State 208,1]
type = SelfState
trigger1 = time = 0
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
; Goten Explode
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
anim = 2000
velset = 0

[State 1000, 1]
type = PlaySnd
trigger1 = time = 1
value = 2,0

[State 1100, 1]
type = SuperPause
trigger1 = Animelem = 4
pos = 2,-37

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, NA
animtype = med
damage    = 33
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy = -13,-45
hitsound = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.type = High
air.velocity = -2,-1

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 20
attr = S, NA
animtype = hard
damage    = 64
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy = -7,-70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -.3
air.type = High
air.velocity = -2.7,-3

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 24
attr = S, NA
animtype = hard
damage    = 54
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy = -7,-70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -.3
air.type = High
air.velocity = -2.7,-3

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 28
attr = S, NA
animtype = hard
damage    = 94
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy = -7,-70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -.3
air.type = High
air.velocity = -2.7,-3

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 32
attr = S, NA
animtype = hard
damage    = 64
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy = -7,-70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -.3
air.type = High
air.velocity = -2.7,-3

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 36
attr = S, NA
animtype = hard
damage    = 14
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy = -7,-70
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -.3
air.type = High
air.velocity = -2.7,-3

[State 1000, 2] 
type = HitDef 
trigger1 = AnimElem = 40
attr = S, NA 
damage = 50
animtype = hard
hitflag = MAFP
guardflag = MA
pausetime = 20,20 
sparkxy = -15,-71
hitsound = 5,4 
guardsound = 6,0
ground.type = Trip
ground.slidetime = 5
ground.hittime = 13
ground.velocity = -4.8     
air.velocity = -4.9,-3.8
fall = 1 
fall.recover = 1
air.recover = 1

[State 2000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Small Kame Hame Ha
[Statedef 1800]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 1800
velset = 0,0,0

[State 1800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA

[State 1800, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = 2,-37

[State 1800, 3]
type = PlaySnd
trigger1 = Time = 1
value = 7,0

[State 1800, 4]
type = AfterImage
trigger1 = Time = 1	
Time = 5
TimeGap  = 1
FrameGap = 4

[State 1800, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1

[State 1800, 7]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1016
offset = 0, 0
velocity = 0, 0
projremovetime = 10
velmul = 0, 0
projpriority = 9999

[State 1800, 7]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1016
projremanim = 1016
offset = 0, 0
velocity = 0, 0
projremovetime = 110
velmul = 0, 0
projpriority = 9999

[State 1800, 7]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1016
projremanim = 1016
offset = 0, 0
velocity = 0, 0
projremovetime = 200
projhits = 17
projpriority = 9999
projmisstime = 5
attr = S, HP
damage    = 20,0
animtype  = Hard
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,15
sparkno = -1
hitspark = -1
hitsound   = 5,3
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.velocity = -50   
airguard.velocity = -50  
air.type = Low
air.velocity = -50,1
air.juggle = 5
fall.animtype = Hard
fall = 1

[State 1800, 8]
type = Projectile
trigger1 = Time = 300
projanim = 1016
offset = 0, 0
velocity = 0, 0
projhits = 0
projremovetime = 0
velmul = 0, 0
projpriority = 9999
projmisstime = 5
attr = S, HP
numhits = 1
getpower  = 0
givepower = 31
guardflag = MA
pausetime = 2,12
hitsound   = 5,3
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.velocity = -50  
airguard.velocity = -50  
air.type = Low
air.velocity = -50,0
air.juggle = 5
fall.animtype = Hard
fall = 1

[State 1800, 9]
type = ChangeState
trigger1 = Time = 190
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kame Hame Ha
[Statedef 1700]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 1700
velset = 0,0,0

[State 1700, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -6,-26

[State 1700, 3]
type = PlaySnd
trigger1 = Time = 75
value = 4,0

[State 1700, 4]
type = AfterImage
trigger1 = Time = 1	
Time = 45
TimeGap  = 1
FrameGap = 4

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,7

[State 1700, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1015
offset = 0, 0
velocity = 0, 0
projremovetime = 10
velmul = 0, 0
projpriority = 9999

[State 1700, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1015
projremanim = 1015
offset = 0, 0
velocity = 0, 0
projremovetime = 110
velmul = 0, 0
projpriority = 9999

[State 1700, 7]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1015
projremanim = 1015
offset = 0, 0
velocity = 0, 0
projremovetime = 220
projhits = 43
projpriority = 9999
projmisstime = 5
attr = S, HP
damage    = 10,9
animtype  = Hard
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,15
hitsound   = 5,3
hitspark = -1
sparkno = -1
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.velocity = -50   
airguard.velocity = -50  
air.type = Low
air.velocity = -50,1
air.juggle = 5
fall.animtype = Hard
fall = 1

[State 1700, 8]
type = Projectile
trigger1 = Time = 300
projanim = 1015
offset = 0, 0
velocity = 0, 0
projhits = 0
projremovetime = 0
velmul = 0, 0
projpriority = 9999
projmisstime = 5
attr = S, HP
numhits = 1
getpower  = 0
givepower = 31
guardflag = MA
pausetime = 2,12
hitsound   = 5,3
hitspark = -1
sparkno = -1
guardsound = 6,0
ground.type = high
ground.slidetime = 4
ground.velocity = -50  
airguard.velocity = -50  
air.type = Low
air.velocity = -50,0
air.juggle = 5
fall.animtype = Hard
fall = 1

[State 1700, 9]
type = ChangeState
trigger1 = Time = 390
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------


[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

