; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 0]
type = AssertSpecial
trigger1 = time = [0,400]
flag = intro

[State 191, 1];all
type = explod
trigger1 = AnimElem = 1
trigger1 = P2Name != "Vegeta Normal 2 by EB"
;trigger1 = P4Name != "Vegeta Normal 2 by EB"
trigger1 = P2Name != "Vegeta Super Sayjin 4 by EB and BS"
;trigger1 = P4Name != "Vegeta Super Sayjin 4 by EB and BS"
trigger1 = P2Name != "vegeta-n-3 by EmuBoarding"
;trigger1 = P4Name != "vegeta-n-3 by EmuBoarding"
trigger1 = P2Name != "Vegeta by OverMind"
;trigger1 = P4Name != "Vegeta by OverMind"
trigger1 = P2Name != "N-Trunks by EmuBoarding"
;trigger1 = P4Name != "N-Trunks by EmuBoarding"
trigger1 = P2Name != "C-Trunks by EmuBoarding"
;trigger1 = P4Name != "C-Trunks by EmuBoarding"
trigger1 = P2Name != "Trunks por ssonic"
;trigger1 = P4Name != "Trunks por ssonic"
trigger1 = P2Name != "Kuririn by EmuBoarding"
;trigger1 = P4Name != "Kuririn by EmuBoarding"
trigger1 = P2Name != "freeza"
;trigger1 = P4Name != "freeza"
trigger1 = P2Name != "Freeza by OverMind"
;trigger1 = P4Name != "Freeza by OverMind"
trigger1 = P2Name != "Cell por Ssonic"
;trigger1 = P4Name != "Cell por Ssonic"
trigger1 = P2Name != "perfect cell"
;trigger1 = P4Name != "perfect cell"
trigger1 = P2Name != "Mystic Gohan by Zero_X"
;trigger1 = P4Name != "Mystic Gohan by Zero_X"
anim = 191
facing = 1
pos = 10,67
postype = left
sprpriority = 1
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 191, 1];vegeta
type = explod
triggerall = AnimElem = 1
triggerall = NumExplod = 0
trigger1 = P2Name = "Vegeta Normal 2 by EB"
;trigger2 = P4Name = "Vegeta Normal 2 by EB"
trigger2 = P2Name = "Vegeta Super Sayjin 4 by EB and BS"
;trigger4 = P4Name = "Vegeta Super Sayjin 4 by EB and BS"
trigger3 = P2Name = "vegeta-n-3 by EmuBoarding"
;trigger6 = P4Name = "vegeta-n-3 by EmuBoarding"
trigger4 = P2Name = "Vegeta by OverMind"
;trigger8 = P4Name = "Vegeta by OverMind"
anim = 192
facing = 1
pos = 10,67
postype = left
sprpriority = 1
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 191, 1];Trunks
type = explod
triggerall = AnimElem = 1
triggerall = NumExplod = 0
trigger1 = P2Name = "C-Trunks by EmuBoarding"
;trigger4 = P4Name = "C-Trunks by EmuBoarding"
trigger2 = P2Name = "Trunks por ssonic"
;trigger6 = P4Name = "Trunks por ssonic"
anim = 193
facing = 1
pos = 10,67
postype = left
sprpriority = 1
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 190, 1] ;If opponent is Trunk's
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "N-Trunks by EmuBoarding"
value = 9895

[State 191, 1];kurilin
type = explod
triggerall = AnimElem = 1
triggerall = NumExplod = 0
trigger1 = P2Name = "Kuririn by EmuBoarding"
trigger2 = P4Name = "Kuririn by EmuBoarding"
anim = 194
facing = 1
pos = 10,67
postype = left
sprpriority = 1
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 191, 1];freeza
type = explod
triggerall = AnimElem = 1
triggerall = NumExplod = 0
trigger1 = P2Name = "freeza"
trigger3 = P4Name = "freeza"
trigger2 = P2Name = "Freeza by OverMind"
trigger4 = P4Name = "Freeza by OverMind"
anim = 195
facing = 1
pos = 10,67
postype = left
sprpriority = 1
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 191, 1];cell
type = explod
triggerall = AnimElem = 1
triggerall = NumExplod = 0
trigger1 = P2Name = "Cell por Ssonic"
trigger2 = P4Name = "Cell por Ssonic"
trigger3 = P2Name = "perfect cell by _Vision"
trigger4 = P4Name = "perfect cell by _Vision"
anim = 196
facing = 1
pos = 10,67
postype = left
sprpriority = 1
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 191, 1];gohan
type = explod
triggerall = AnimElem = 1
triggerall = NumExplod = 0
trigger1 = P2Name = "Mystic Gohan by Zero_X"
trigger2 = P4Name = "Mystic Gohan by Zero_X"
anim = 197
facing = 1
pos = 10,67
postype = left
sprpriority = 1
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

[State 191]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 191]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 2

[State 191]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1, 3

[State 191, 2]
type = changestate
trigger1 = animtime = 100
trigger2 = NumExplod = 0
value = 0
ctrl = 0


;Intro contra o Trunks
[Statedef 9895]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1

[State 191]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 2

[State 191]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1, 3

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,800]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9895
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 900
ownpal = 1
supermove = 1
removetime = 900

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 15

[State 190, 3]
type = changestate
trigger1 = animtime = 900
value = 0
ctrl = 0
