;##################################################################################
###################################
;## 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)