;------------------------------------------------------
;CNS file for Broli ver.1.2 (from SNES,"Dragon Ball Z") 
;Originally created by Kuzu-bei for MUGEN 06.27  
;Changes and English Notes made by The Necromancer
;------------------------------------------------------

;----------
;僷儔儊乕僞
;Constants
;----------

;This CNS file contains required data for Broli. It also contains some 
;common actions, such as his intros and endings.
;---------------------------------------------------------------------------

[Data]
life = 2500 ;Life adjusts according to opponent's life at intro.
attack = 100  
defence = 100 
power = 9000
fall.defence_up = 100
liedown.time = 60   
airjuggle = 15        
sparkno = 0          
guard.sparkno = 40   
KO.echo = 0          
volume = 0           
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1         
yscale = 1         
ground.back = 20          
ground.front = 18         
air.back = 12           
air.front = 12         
height = 60    	       
attack.dist = 160  
proj.attack.dist = 90    
proj.doscale = 0          
head.pos = -5,-90        
mid.pos = -5,-60    
shadowoffset = 0     

[Velocity]
walk.fwd  = 1.5      
walk.back = -1       
run.fwd  = 7.6,0    
run.back = -7.2    
jump.neu = 0,-8.1    
jump.back = -2.55    
jump.fwd = 2.5       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55,-8.1 
airjump.fwd = 2.5,-8.1    

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .38         
stand.friction = 0 
crouch.friction = 0

;---------------------------------------------------------------------------
; 晧偗 (僞僀儉僆乕僶乕)
[Statedef 170]
type = S
ctrl = 0
anim = 5300
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1] ;Vitoria Normal
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 1
value = 189

[State 180, 1] ; Final
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 0
value = 9797

; Final 
;Anima玢o do Final

[Statedef 9797]
type = S
ctrl = 0
velset = 0,0,0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9797
facing = 1
pos = 0,0
postype = left
sprpriority = 1;-2
bindtime = -1
ownpal = 1
supermove = 1
removetime = 99999999999999999999999999

; 彑偪
[Statedef 189]
type = S

[State 180, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;彑偪侾
[State 180, 1a]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Life > 750
value = 181

[State 180, 1b]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Life > 750
value = 0, 3

[State 180, 1c]
type = PlaySnd
trigger1 = Time >= 4
trigger1 = Life > 750
value = 0, 4

[State 180, 1d]
type = PlaySnd
trigger1 = Time = 40
trigger1 = Life > 750
value = 0, 8

[State 180,1blink] 
type = PalFX
trigger1 = Time > 0
trigger1 = TimeMod = 2,0
trigger1 = Life > 750
time = 2
add = 64,64,64

[State 180,1flash1]
type = explod
triggerall = Life > 750
trigger1 = time = [11,52]
trigger1 = timemod = 4,0
trigger2 = time = [0,10]
trigger2 = timemod = 2,0
anim = 9002
postype = left
ownpal = 1
removetime = 1
ontop = 1

[State 180,1flash2]
type = explod
triggerall = Life > 750
trigger1 = time = [63,104]
trigger1 = timemod = 4,0
trigger2 = time = [11,52]
trigger2 = timemod = 4,2
trigger3 = time = [53,62]
anim = 9003
postype = left
ownpal = 1
removetime = 1
ontop = 1

[State 180,1flash3]
type = explod
triggerall = Life > 750
trigger1 = time >= 105
trigger2 = time = [63,104]
trigger2 = timemod = 4,2
anim = 9004
postype = left
ownpal = 1
removetime = 1
ontop = 1

;婥偺傾僯儊
[State 180, 1energy]
type = Explod
trigger1 = Life > 750
trigger1 = Time = 0
anim = 184         
sprpriority = -1
removetime = -1
ownpal = 1
id = 555

;岝偺傾僯儊
[State 180, 1spark1a]
type = Explod
trigger1 = Life > 750
trigger1 = Time = 63
anim = 185         
removetime = -1   
sprpriority = 3
ownpal = 1
id = 555

;僑僑僑僑僑乧
[State 180,1shake] 
type = EnvShake
trigger1 = Life > 750
trigger1 = TimeMod = 4,0
time = 4
ampl = 4
freq = 127

;彑偪俀
[State 180, 2a]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Life = (250,750]
value = 182

[State 180, 2b]
type = PlaySnd
trigger1 = Time = 0
trigger1 = MatchOver = 0
trigger1 = Life = (250,750]
value = 0, 9

;彑偪俁
[State 180, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Life <= 250
value = 5300

;彑偪係
[State 180, 4a]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Life = (250,750]
value = 183

[State 180, 4b]
type = PlaySnd
trigger1 = Time = 40
trigger1 = MatchOver = 1
trigger1 = Life = (250,750]
value = 0, 11

[State 180, 4c] 
type = AssertSpecial
trigger1 = Time = [0,400]
trigger1 = MatchOver = 1
trigger1 = Life = (250,750]
flag = roundnotover

;---------------------------------------------------------------------------
; 搊応
[Statedef 191]
type = S
ctrl = 0
anim = 190

[State 191, Pause]
type = Pause
trigger1 = AnimElem = 4
time = 120
movetime = 120
p2defmul = 1.5
anim = -1
persistent = 0

[State 191, BGPalFX1]
type = BGPalFX
trigger1 = AnimElem = 4
mul = 170,170,256
invertall = 1
time = 90
persistent = 0

[State 191, BGPalFX2]
type = BGPalFX
trigger1 = AnimElem = 8
mul = 50,50,80
invertall = 1
time = 90
persistent = 0

[State 191, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = 22, 6

[State 191, EnvShake] 
type = EnvShake
trigger1 = Time = [60, 160]
trigger1 = TimeMod = 4,0
time = 4
ampl = 4
freq = 127

[State 191, Blink] 
type = PalFX
trigger1 = Time = [60, 160]
trigger1 = TimeMod = 15,0
time = 5
add = 64,64,64

[State 191, GokuSnd]
type = PlaySnd
triggerall = Time = 10
trigger1 = P2Name = "Goku"
trigger2 = P4Name = "Goku"
trigger3 = P2Name = "Kakaroto"
trigger4 = P4Name = "Kakaroto"
trigger5 = P2Name = "SuperSaiyan2-SonGokou"
trigger6 = P4Name = "SuperSaiyan2-SonGokou"
trigger7 = P2Name = "Goku-n-hd by EmuBoarding"
trigger8 = P4Name = "Goku-n-hd by EmuBoarding"
trigger9 = P2Name = "Goku Super Sayajin 2 by ribeiro"
trigger10 = P4Name = "Goku Super Sayajin 2 by ribeiro"
value = 0, 10

[State 191, NormalSnd1]
type = PlaySnd
triggerall = Time = 10
trigger1 = P2Name != "Goku"
trigger1 = P4Name != "Goku"
trigger1 = P2Name != "Kakaroto"
trigger1 = P4Name != "Kakaroto"
trigger1 = P2Name != "SuperSaiyan2-SonGokou"
trigger1 = P4Name != "SuperSaiyan2-SonGokou"
trigger1 = P2Name != "Goku-n-hd by EmuBoarding"
trigger1 = P4Name != "Goku-n-hd by EmuBoarding"
trigger1 = P2Name != "Goku Super Sayajin 2 by ribeiro"
trigger1 = P4Name != "Goku Super Sayajin 2 by ribeiro"
trigger1 = P2Name != "Mystic Gohan by Zero_X"
trigger1 = P4Name != "Mystic Gohan by Zero_X"
value = 0, 9

[State 191, NormalSnd2]
type = PlaySnd
triggerall = AnimElem = 8
trigger1 = P2Name != "Goku"
trigger1 = P4Name != "Goku"
trigger1 = P2Name != "Kakaroto"
trigger1 = P4Name != "Kakaroto"
trigger1 = P2Name != "SuperSaiyan2-SonGokou"
trigger1 = P4Name != "SuperSaiyan2-SonGokou"
trigger1 = P2Name != "Goku-n-hd by EmuBoarding"
trigger1 = P4Name != "Goku-n-hd by EmuBoarding"
trigger1 = P2Name != "Goku Super Sayajin 2 by ribeiro"
trigger1 = P4Name != "Goku Super Sayajin 2 by ribeiro"
value = 22, 2

[State 191, NormalIntro] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
triggerall = Time = [0,450]
trigger1 = P2Name != "Goku"
trigger1 = P4Name != "Goku"
trigger1 = P2Name != "Kakaroto"
trigger1 = P4Name != "Kakaroto"
trigger1 = P2Name != "SuperSaiyan2-SonGokou"
trigger1 = P4Name != "SuperSaiyan2-SonGokou"
trigger1 = P2Name != "Goku-n-hd by EmuBoarding"
trigger1 = P4Name != "Goku-n-hd by EmuBoarding"
trigger1 = P2Name != "Goku Super Sayajin 2 by ribeiro"
trigger1 = P4Name != "Goku Super Sayajin 2 by ribeiro"
flag = Intro
flag2 = NoMusic

[State 191, GokuIntro] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
triggerall = Time = [0,550]
trigger1 = P2Name = "Goku"
trigger2 = P4Name = "Goku"
trigger3 = P2Name = "Kakaroto"
trigger4 = P4Name = "Kakaroto"
trigger5 = P2Name = "SuperSaiyan2-SonGokou"
trigger6 = P4Name = "SuperSaiyan2-SonGokou"
trigger7 = P2Name = "Goku-n-hd by EmuBoarding"
trigger8 = P4Name = "Goku-n-hd by EmuBoarding"
trigger9 = P2Name = "Goku Super Sayajin 2 by ribeiro"
trigger10 = P4Name = "Goku Super Sayajin 2 by ribeiro"
flag = Intro
flag2 = NoMusic

[State 191, GohanSnd]
type = PlaySnd
triggerall = Time = 450
triggerall = P2Name = "Mystic Gohan by Zero_X"
trigger1 = P2Name != "Goku"
trigger1 = P4Name != "Goku"
trigger1 = P2Name != "Kakaroto"
trigger1 = P4Name != "Kakaroto"
trigger1 = P2Name != "SuperSaiyan2-SonGokou"
trigger1 = P4Name != "SuperSaiyan2-SonGokou"
trigger1 = P2Name != "Goku-n-hd by EmuBoarding"
trigger1 = P4Name != "Goku-n-hd by EmuBoarding"
trigger1 = P2Name != "Goku Super Sayajin 2 by ribeiro"
trigger1 = P4Name != "Goku Super Sayajin 2 by ribeiro"
value = 22, 5

[State 191, GohanIntro] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
triggerall = Time = [0,750]
triggerall = P2Name = "Mystic Gohan by Zero_X"
trigger1 = P2Name != "Goku"
trigger1 = P4Name != "Goku"
trigger1 = P2Name != "Kakaroto"
trigger1 = P4Name != "Kakaroto"
trigger1 = P2Name != "SuperSaiyan2-SonGokou"
trigger1 = P4Name != "SuperSaiyan2-SonGokou"
trigger1 = P2Name != "Goku-n-hd by EmuBoarding"
trigger1 = P4Name != "Goku-n-hd by EmuBoarding"
trigger1 = P2Name != "Goku Super Sayajin 2 by ribeiro"
trigger1 = P4Name != "Goku Super Sayajin 2 by ribeiro"
flag = Intro
flag2 = NoMusic

;---------------------------------------------------------------------------
;懅愗傟乮僐儞僥傿僯儏乕帪傕堦弿乯
;Tired/Exhausted
[Statedef 5300]
type = S
ctrl = 0
anim = 5300
velset = 0,0

;曄悢弶婜壔
[State 5300, VarSet]
type = VarSet
trigger1 = Time >= 160     ;敋敪攇丄楢懕僄僱儖僊乕抏
trigger1 = Var(1) = 1
trigger2 = Time >= 140     ;婥崌朇
trigger2 = Var(1) = 2
trigger3 = Time >= 80      ;僄僱儖僊乕抏
trigger3 = Var(1) = 3
trigger4 = Time >= 240     ;挻昁
trigger4 = Var(1) = 4
v = 1
value = 0

[State 5300, Air]
type = StateTypeSet
trigger1 = Pos Y < 0 
value = A

[State 5300, Fly]
type = ChangeState
trigger1 = Var(1) = 0
trigger1 = Pos Y < 0
value = 2000

[State 5300, End]
type = ChangeState
trigger1 = Var(1) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Invulnerability - Projectiles
[Statedef 9000]
type = S
movetype = H
physics = N
anim = 5000
ctrl = 1

[State 9000, PowerAdd]
type = PowerAdd
trigger1 = HitPauseTime >= 0
value = 20

[State 9000, 2]
type = ChangeState
trigger1 = HitPauseTime >= 0
trigger1 = Command != "holdfwd"
trigger1 = Command != "holdback"
trigger1 = Command != "holddown"
value = 0
ctrl = 1

[State 9000, 2]
type = ChangeState
triggerall = HitPauseTime >= 0
trigger1 = Command = "holdfwd"
trigger1 = Command != "holdback"
trigger1 = Command != "holddown"
value = 100
ctrl = 1

[State 9000, 2]
type = ChangeState
triggerall = HitPauseTime >= 0
trigger1 = Command != "holdfwd"
trigger1 = Command = "holdback"
value = 105
ctrl = 1

[State 9000, 2]
type = ChangeState
trigger1 = HitPauseTime >= 0
trigger1 = Command = "holddown"
value = 11
ctrl = 1

[State 9000, 3]
type = NotHitBy
trigger1 = HitOver = 0
value = SCA
time = 4

;---------------------------------------------------------------------------
;Invulnerability - Super Armor
[Statedef 9010]
MoveType = H  

[State 9010, Blink Red]
type = PalFX
trigger1 = Time = 0
time = 12
add = 32,16,0
sinadd = 64,32,5,3

[State 9010, PosFreeze]
type = PosFreeze
trigger1 = 1
value = 1

[State 9010, NotHitBy]
type = NotHitBy 
trigger1 = 1
value = SCA, AA, AP
time = 1

[State 9010, LifeAdd]
type = LifeAdd
trigger1 = Time = 0
value = - floor(gethitvar(damage) / 2)

[State 9010, ChangeAnim]
type = ChangeAnim
trigger1 = Time < floor(gethitvar(hittime) * 0.8)
value = Anim
elem = AnimElemNo(0)

[State 9010, End]
type = ChangeState
trigger1 = Time >= floor(gethitvar(hittime) * 0.8)
value = Var(11)

This character is not to be distributed in any other site, other than those 
of the Mugen Elite, or of the ReadMe file. If you have downloaded this 
character from another site, please send an e-mail to "The Necromancer",
at demon_nightmare@hotmail.com. The tutorials contained within this characters 
are properties of the Mugen Elite.
