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0% found this document useful (0 votes)
29 views6 pages

Config

Confirm

Uploaded by

Ritesh Shikne
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 6

;##################################################################################

###################################
;## PERSONALIZATION FILE FOR SSJ 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 = 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 = RoundState = 0
v = 0
;##################################################################################
###################################
;## Choose if and how you want throw teching
;## 0 = none
;## 1 = Using Dash Collision
;## 2 = Normal
;## Default value is 2
value = 2

;; AI LEVEL
;[State 5900, 3]
;type = VarSet
;trigger1 = 1
;v = 54
;;#################################################################################
####################################
;;## Set the value to a number from 0 to 8 to set the AI level.
;;## 0 = Weak Mode
;;## 1 = Easy Mode
;;## 2 = Normal Mode
;;## 3 = A little tougher than Normal Mode
;;## 4 = Tough Mode
;;## 5 = Hard Mode
;;## 6 = Harder Mode
;;## 7 = Expert Mode
;;## 8+ = Master Mode
;;## Default value is 8.
;value = 4

; TRANSPARENT OR SOLID FX
[State 5900, 3]
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

; REPEL PROJECTILE FX
[State 5900, 3]
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

; SUPER BACKGROUND CHOICE


[State 5900, 3]
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

; CINEMATIC SSJ INTRO CUT-OUT


[State 5900, 3]
type = VarSet
trigger1 = 1
v = 51
;##################################################################################
###################################
;## Balthazar can't make up his mind. He sprited this awesome cut-out eye animation
during the long SSJ transformation
;## introduction, but then wanted it to be removed. Set the value to 1 to keep the
cut-out animation, set it to 0 to
;## disable it.
;## Default value is 1.
value = 1

; JUSTICE GAUGE - X AXIS


[State 5900, 3]
type = VarSet
trigger1 = 1
v = 45
;##################################################################################
###################################
;## Set the value to move the Justice 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

; JUSTICE GAUGE - Y AXIS


[State 5900, 3]
type = VarSet
trigger1 = 1
v = 46
;##################################################################################
###################################
;## Set the value to move the Justice 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

;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 = 15

;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 = 14

;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 = 23

;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 = 24

;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 = 17

;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 = 21

;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 = 18

;=================================================
; DO NOT CHANGE ANYTHING BELOW THIS LINE !!!

;Palette Code
[State 5900, Apply Pal]
type = RemapPal
trigger1 = var(58)
source = 1,1
dest = Cond(Var(49)>0,2,1),var(58)

[State 5900, End]


type = changestate
trigger1 = !time
value = ifelse(roundno = 1, 190, 0)

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