; Goku Normal HD Intro Story Line File
; Intro Sotory Line by EB

;intro
[Statedef 190]
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 is Vegeta's
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Vegeta Normal 2 by EB"
;trigger2 = P4Name = "Vegeta Normal 2 by EB"
trigger3 = P2Name = "vegeta-n-3 by EmuBoarding"
;trigger4 = P4Name = "vegeta-n-3 by EmuBoarding"
value = 150009

[State 190, 1] ;If opponent is Vegeta SS4
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Vegeta Super Sayjin 4 by EB and BS"
;trigger2 = P4Name = "Vegeta Super Sayjin 4 by EB and BS"
value = 150010

[State 190, 1] ;If opponent is Majin Vegeta's
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Vegeta by OverMind"
;trigger2 = P4Name = "Vegeta by OverMind"
value = 150007

[State 190, 1] ;If opponent is Trunk's
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Trunks por ssonic"
;trigger2 = P4Name = "Trunks por ssonic"
trigger2 = P2Name = "N-Trunks by EmuBoarding"
;trigger4 = P4Name = "N-Trunks by EmuBoarding"
value = 193

[State 190, 1] ;If opponent is Kuririn
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Kuririn by EmuBoarding"
;trigger2 = P4Name = "Kuririn by EmuBoarding"
value = 150006

[State 190, 1] ;If opponent is Freeza's
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "freeza"
trigger2 = P2Name = "Freeza by OverMind"
;trigger3 = P4Name = "freeza"
;trigger4 = P4Name = "Freeza by OverMind"
value = 150002

[State 190, 1] ;If opponent is Broli
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Broli Remix ver1.2"
trigger2 = P2Name = "Broli"
;trigger3 = P4Name = "Broli Remix ver1.2"
;trigger4 = P4Name = "Broli"
value = 150003

[State 190, 1] ;If opponent is Cell's
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Cell por Ssonic"
trigger2 = P2Name = "perfect cell by _Vision"
;trigger3 = P4Name = "Cell por Ssonic"
;trigger4 = P4Name = "perfect cell by _Vision"
value = 150004

[State 190, 1] ;If opponent is Mystic Gohan
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Mystic Gohan by Zero_X"
;trigger3 = P4Name = "Mystic Gohan by Zero_X"
value = 150005

[State 190, 1] ;If opponent is Piccolo
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Piccolo por Ssonic"
;trigger2 = P4Name = "Piccolo por Ssonic"
value = 150008

[State 190, 1] ;If opponent is Goku SSJ4 
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Goku SSJ4 by _Vision and MRP"
;trigger2 = P4Name = "Goku SSJ4 by _Vision and MRP"
value = 150011

[State 190, 1] ;If opponent is Goku SSJ2
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Goku Super Sayajin 2 by ribeiro"
;trigger2 = P4Name = "Goku Super Sayajin 2 by ribeiro"
value = 150012

[State 190, 1] ;If opponent is Raditz
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Raditz"
;trigger2 = P4Name = "Raditz"
value = 150013

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150001
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 100
value = 0
ctrl = 0

;-----------------------------------------------------------

;Intro contra o Trunks
[Statedef 193]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,900]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 199
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

;------------------------------------------------------------

;Intro contra o Freeza's
[Statedef 150002]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,400]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150002
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;----------------------------------------------------

;Intro contra o Broli
[Statedef 150003]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,400]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150003
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;----------------------------------------------------

;Intro contra o Cell's
[Statedef 150004]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,400]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150004
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;----------------------------------------------------

;Intro contra o Mystic Gohan
[Statedef 150005]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,280]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150005
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;----------------------------------------------------

;Intro contra o Kuririn
[Statedef 150006]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,340]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150006
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;----------------------------------------------------

;Intro contra o Majin Vegeta
[Statedef 150007]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,340]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150007
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;---------------------------------------------------
;Intro contra o Piccolo
[Statedef 150008]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,400]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150008
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;Intro contra o Vegeta's
[Statedef 150009]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,340]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150009
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;Intro contra o Vegeta SSJ4
[Statedef 150010]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,280]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150010
facing = 1
pos = 10,67
postype = left
sprpriority = 1;-2
bindtime = 600
ownpal = 1
supermove = 1
removetime = 600

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

[State 190, 3]
type = changestate
trigger1 = animtime = 500
value = 0
ctrl = 0

;-------------------------------------------------

;Intro contra o Goku ssj4
[Statedef 150011]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,680]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150011
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

;-----------------------------------------------------

;Intro contra o Goku ssj2
[Statedef 150012]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,680]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150012
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

;------------------------------------------------------

;Intro contra o Raditz
[Statedef 150013]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 190, begin]
type = AssertSpecial
trigger1 = time = [0,640]
flag = intro

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 150012
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

