;##################################################################################################################### ;## PERSONALIZATION FILE FOR GOKU BY Team Z2 ## ;## 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 = 52 [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 first = 54 last = 57 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 first = 0 last = 38 ; 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 ; TRANSPARENT OR SOLID FX [State 5900, Effects] type = VarSet trigger1 = 1 v = 2 ;##################################################################################################################### ;## Choose how you want the effects to be slightly transparent, or if you want them to be completely solid, old school ;## style. Set the value to 1 for transparent FX, and to 0 for solid FX. ;## Default value is 0. value = 0 ;------ ; SUPER BACKGROUND CHOICE [State 5900, Backgrounds] 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 ;------ ; KAIOKEN PALFX [State 5900, Kaioken PalFX] type = VarSet trigger1 = 1 v = 28 ;##################################################################################################################### ;## Choose whether you want Goku to have a red PalFX during Kaioken or not. Set the value to 0 to have PalFX and stay ;## true to the series. Set the value to 1 to not use PalFX and see Goku in all his glory. ;## Default value is 0. value = 0 ;------ ; KAIOKEN KILL SUPER BG [State 5900, Kaioken SuperBG] type = VarSet trigger1 = 1 v = 29 ;##################################################################################################################### ;## Choose whether you want the Super BG to appear or not at the end of Kaioken when you kill the opponent. Set the ;## value to 0 to disable Super BG, set the value to 1 to enable it. ;## Default value is 1. value = 1 ;------ ; REPEL PROJECTILE FX [State 5900, Repel ProjFX] 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 ;Change palette for button "a" [State 0, VarSet] type = VarSet trigger1 = Var(58) != 5900 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 = Var(58) != 1984 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 ;Change palette for button "z" [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 = 11 ;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 ;Change palette during intro using direction keys? [State 5900, 3] type = VarSet trigger1 = 1 v = 5 ;##################################################################################################################### ;## Up increases 1 pal index, down decreases 1 pal index, right increases 10, down decreases 10. Press Start while in his standing anim to select ;## 0 is off (Default) and 1 is on value = 0 ;------ ; HOPE GAUGE - X AXIS [State 5900, Hope - X Axis] 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 ; HOPE GAUGE - Y AXIS [State 5900, Hope - Y Axis] 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 ;------ ;================================================= ; DO NOT CHANGE ANYTHING BELOW THIS LINE !!! ;Palette Code [State 5900, Apply Pal] type = RemapPal trigger1 = var(58) source = 1,1 dest = Cond(fvar(27)>0 && var(53) =1,2,1),var(58) [State 5900, End] type = changestate trigger1 = !time value = ifelse(roundno = 1, 190, 0) ;------------------------------ ;Initialisation Helper [Statedef 20531] type = S ctrl = 0 anim = 15999 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ; Init explods [State 3510, 4] type = explod trigger1 = !time anim = 20280 pos = 225,206 postype = left sprpriority = 10 pausemovetime = 99999 supermovetime = 99999 removetime = -2 bindtime = -1 ID = 20046 ontop = 1 scale = .5,.5 [State 3510, 4] type = explod trigger1 = !time anim = 20132 pos = 170,205 postype = left sprpriority = 10 pausemovetime = 99999 supermovetime = 99999 removetime = -2 bindtime = -1 ID = 20046 ontop = 1 scale = .5,.5 [State 3510, 4] type = explod trigger1 = !time anim = 20142 pos = 188,206 postype = left sprpriority = 10 pausemovetime = 99999 supermovetime = 99999 removetime = -2 bindtime = -1 ID = 20046 ontop = 1 scale = .5,.5 [State 3510, 4] type = explod trigger1 = !time anim = 20046 pos = 125,200 postype = left sprpriority = 10 supermovetime = 99999 pausemovetime = 99999 removetime = -2 bindtime = -1 ID = 20046 ontop = 1 scale = .5,.5 [State 3510, 4] type = explod trigger1 = !time anim = 20240 pos = 214,206 postype = left sprpriority = 10 pausemovetime = 99999 supermovetime = 99999 removetime = -2 bindtime = -1 ID = 20046 ontop = 1 scale = .5,.5 [State 3510, 4] type = explod trigger1 = !time anim = 20130 pos = 181,206 postype = left sprpriority = 10 pausemovetime = 99999 supermovetime = 99999 removetime = -2 bindtime = -1 ID = 20046 ontop = 1 scale = .5,.5 [State 3510, 4] type = removeexplod trigger1 = parent,stateno!=20006 trigger2 = parent,var(37)!=1 ID = 20046 [State 3510, 4] type = destroyself trigger1 = parent,stateno!=20006 trigger2 = parent,var(37)!=1