JNP Taking over this bastard
Now I'll be using US calender Month/Day/Year instead of that pansy unpatriotic Day/Month/Year BS that actually makes more sense like Alex was using!!!
03/15/2017
---------------------------------------------------------------------------------------------------------------------------
fixed f,f+MK attack's hitpause displaying the blurred kick frame on hitpause

Added 3 frames of recovery to sLP it was +6.


03/15/2017
---------------------------------------------------------------------------------------------------------------------------
-Nerfed dmg of Ranbu LVL3s

-Returned Dizzy attributes of Masenko back to what they were, near instant BUT now it won't dizzy if the opponent is in a hit state when he begins the move

-Buffed ChouMasenko dmg


03/13/2017
---------------------------------------------------------------------------------------------------------------------------
Corrected his palettes/small port and made it so he can do up to 3 LVL1 or LVL2 supers in emo mode before he leaves it. Seemed odd that LVL2 added more and needed twice as much emo meter to fire.


====================================
Alex Sin fixing Gohan Z2
====================================


Missing:
- Vans's fix (do I need to add it?)
- Cinematic Explod thingie for Piccolo.


07/03/2017
---------------------------------------------------------------------------------------------------------------------------

- Changed Enemy to Target and NumTarget instead of NumEnemy in certain cases, to remove debug flood.
- Added new portrait for Alternate Gohan's .sff.





03/03/2017
---------------------------------------------------------------------------------------------------------------------------

- Hitting ground/wall sounds bug fixed (adding channels 20,21,22).



21/02/2017
---------------------------------------------------------------------------------------------------------------------------

- Removed limitation for Hurricane Kick -> Super Hurricane Kick link.





18/02/2017
---------------------------------------------------------------------------------------------------------------------------

- The Masenkos travel faster than before.
- Increased their stun time and damage slightly.
- s.LP -> Lvl1 Masenko combo possible (with good timing).
- Lvl 2 Masenkos are unblockable.
- Added chains for the landing state of EX Diving Kick Flurry: Lvl 2 Masenko, Lvl 2 Soaring Dragon Strike.
- Made s.HK x 2 -2 on block, I think it's fairer than before now.
- EX Hurricane Kick auras removed. ;\



16/02/2017
---------------------------------------------------------------------------------------------------------------------------

- Removed combo: a.LP -> Hurricane Kick.
- Added double bounce per combo.
- LK Hurricane Kick can be cancelled into Soaring Dragon Kick.
- Removed auras from the Hurricane / Soaring Dragon Kicks (EX).
- EX moves won't consume destiny power but fill the bar. When in Destiny mode they will use 1/4 of a power bar.
- EX Diving Kick Flurry causes bounce with the last kick.


21/01/2017
---------------------------------------------------------------------------------------------------------------------------

- New damage dampener added and fixed. It will obviously need some more tinkering with values and such but for now it can work. :)



15/01/2017
---------------------------------------------------------------------------------------------------------------------------

- All varsets (var(7)) in all states that require it are now fixed (a.HP / a.HK bounce juggle limit);
- Fixed Air Chou Kame by adding a No Push helper and PlayerPush (value = 0).



05/01/2017
---------------------------------------------------------------------------------------------------------------------------

- Added some delay ticks to the ki blast shooting animations.



04/01/2017
---------------------------------------------------------------------------------------------------------------------------
-
All normal  attacks have the attribute N (normal) in their hitdefs.
All special attacks have the attribute S (super)  in their hitdefs.
All super   attacks have the attribute H (hyper)  in their hitdefs.
Same for all the helpers.

- Fixed intros: Bicycle and Car Crash:
while landing Gohan usually ended up move a bit to the left or to the right depending on the stage you were on; to fix this I made Gohan invisible for 1 tick, set the fvar(29) as the original Pos x, then added 1 tick to the other state controllers to make the intro/s work.

JNP, thanks for the tip!
The fixes were added into state 19200 (system.cns) and state 52 (override.cns).

- TargetBind for Diving Kick Flurry added/fixed.



5/12/2016
---------------------------------------------------------------------------------------------------------------------------
- Reduced pausetimes for the Hurricane Kicks and the Soaring Dragon Kicks. You'll see when you perform the medium and strong versions. ;)
- Air Dash Down can now only be done while super jumping.
- No easy commands! Gohan doesn't need them, they're already too easy to do. No complaining! :P
Justice Mode can be activated with D,D,y+b (medium punch and medium kick).
The command for Gekiretsu Ranbu is QCB,F,any kick.

You can agree with me he doesn't need them.



1/12/2016
---------------------------------------------------------------------------------------------------------------------------
- Dizzy stars moved 30 pixels upwards for Piccolo.
- Added more recovery time to F,F+MK on block to make it more punishable.
- Add 3 ticks of start-up time to the F,F+MK attack.



28/11/2016
---------------------------------------------------------------------------------------------------------------------------
Added
triggerall = !IsHelper
to explods 5938 (flip ko effect) and 20152 (twist ko effect).


31/10/2016
---------------------------------------------------------------------------------------------------------------------------
The power charge action now uses the mouth explods.


25/10/2016
---------------------------------------------------------------------------------------------------------------------------
Pausemovetime and supermovetime for Chou Kamehameha uncommented.
Made the light and medium versions of Hurricane Kick quicker and invincible at the start up.
Modified gravity of the Hurricane Kicks (EX version included) to show the entire animation of the attack.
Added quick fix for Saibamen for the Twist and Flip explods (respectively 20152 and 5938).
Added image 19897,0 from Piccolo Z2 (image update).




17/10/2016

---------------------------------------------------------------------------------------------------------------------------
New fonts added.
Targetstate instead of p2stateno when possible: I tried to do that for the EX Hurricane Kick, even making two states for it but it doesn't work like it does with the p2stateno, so I left those there.


---------------------------------------------------------------------------------------------------------------------------

14/10/2016

---------------------------------------------------------------------------------------------------------------------------

Winpose problem (after Gekiretsu Ranbu) fixed (it was an oversight of mine).
Dash Collision effects removed/commented. Dash Collision new sound added (950,1).
Slash Chop yellow effects removed.
Hitsparks fixed.
Piccolo clones problem fixed.


---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------



13/10/2016

---------------------------------------------------------------------------------------------------------------------------

Z Counter hitsounds changed.
Added Masenko vanishing sprite effects.
Removed PalFX for Diagonal Lines during supermoves (why was it there?).


---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------


11/10/2016

---------------------------------------------------------------------------------------------------------------------------

Sound 15000,2 added.
Facebook winpose fix (thanks to JNP/JustNoPoint).

---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------

01/10/2016

---------------------------------------------------------------------------------------------------------------------------

Bug reported by Balthazar concerning the Masenko helpers not "exploding" when hitting Super Buu's supermove.
It is now fixed together with little other bugs, like AngleDraw and HitOverride codes.

Changes were made in the .air and helpers.cns files.


Note: I forgot to mention this, but Gohan doesn't use the new damage dampener by PotS; it uses the old one, adapted and customized for his supermoves.

---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------



25/09/2016

---------------------------------------------------------------------------------------------------------------------------


Still working on the AI as you've noticed and I think I've gotten at a good point, so here's the update.
- The AI won't guard as much as before.
- He will shoot the Masenko randomly (I hope).

Also some cosmetic changes and adds:
- white screen fade out when doing the Finisher 3;
- sound and graphical fix for some other ground bounce states I overlooked.

---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------



18/09/2016

---------------------------------------------------------------------------------------------------------------------------
#1

Changed var(59) with AILevel.

Now the AI should be less aggressive than before.
However it blocks a lot of attacks and I'm trying to figure out how to decrease the cances of it happening without making the AI dumb.


---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------


23/08/2016

---------------------------------------------------------------------------------------------------------------------------
#1 helpers.cns, States 2011, 2021, 2031, 2041

Added ignorehitpause = 1 to all Masenko limiters in the helpers states [ParentVarSet, var(28)].


---------------------------------------------------------------------------------------------------------------------------
#2 supers.cns, States 2100, 2200

A little oversight has been fixed, regarding the amount of supermoves and Ex moves you can do in Destiny mode.
Ah, the Emotion mode is called Destiny mode for Gohan.


---------------------------------------------------------------------------------------------------------------------------
#3 supers.cns, States 2700, 2720

Gekiretsu Ranbu start-up adjusted: now the damage dampener will work as intended.
The reason it couldn't was because a ReversalDef was used: the P2StateNo parameter doesn't allow variables to work properly.

So my way of fixing was to:
- comment the ReversalDef
- add a TargetBind on the first attack of the move. If the attacks don't hit Gohan will go to State 0.

---------------------------------------------------------------------------------------------------------------------------
#4
Added the alternate costume for Gohan (courtesy of Chamat and Ethan The Human).
Also added are the credits in the Thanks section in the Readme. Yes, even though I know very very little about real coding I haven't messed up the ReadMe, so don't worry about that.


---------------------------------------------------------------------------------------------------------------------------
#5 supers.cns, helpers.cns

Reduced damage scaling on Super Hurricane, Chou Kamehameha, Soaring Dragon Strike/Unleashed from combos.
I used var(39) for this.

Thanks to Veanko's characters for reminding me about some codes I kept forgetting.











---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------


10/08/2016

---------------------------------------------------------------------------------------------------------------------------
#1 helpers.cns, States 908, 909

Dust effect is now bound to the player.

---------------------------------------------------------------------------------------------------------------------------
#2 supers.cns, States 2340, 2350

No voice when shooting. (no "haaaa!" voice)

---------------------------------------------------------------------------------------------------------------------------
#3 supers.cns, States 2500

Volume of the Kicks sound effects increased.

---------------------------------------------------------------------------------------------------------------------------
#4
system.cns, States 751,752
gohan.air, anim 752
(Zero Counter)

Added width state controller.
Added CLSNs for the Kick counter.

---------------------------------------------------------------------------------------------------------------------------
#5
gohan.air, anim 2012
helpers.cns, states 2031, 2041
supers.cns, state 2040

Slightly bigger CLSNs for normal Masenko lvl 2 helper.
Velocity reduced, to allow max number of hits against tall/big opponents (like Super Buu, Piccolo).
Helper start position (only straight version) changed.
Masenko lvl 2 fast like Masenko lvl 1.

Comboability with ki blasts fixed.

---------------------------------------------------------------------------------------------------------------------------
#6
state-2-3.cns, states 190 -> 730

Voices and sound effects won't keep on playing after the intro is skipped.


---------------------------------------------------------------------------------------------------------------------------
#7
override.cns, state 5150

Fixed Facebook winpose portraits yet again.
ChangeAnim2 was correct, disregard anything I said about adding codes to your character.

The 9000,2 portraits are shown for every character that has "Team Z2" as author name; in case you have something different, 9000,1 appears. This is made so every character is compatible with this pose.


---------------------------------------------------------------------------------------------------------------------------
#6
specials.cns

EX moves consume Unleashed power instead of aura when in Unleashed mode.

---------------------------------------------------------------------------------------------------------------------------
#7
supers.cns, state 2500
gohan.air, anim 2501

Removed vacuum effect.
CLSN1 (red collisions) on anim 2501 are now larger.
The hurricane effects have been also resized.


---------------------------------------------------------------------------------------------------------------------------
#8
state-2-3.cns
system. cns, states 1115100, 1115110
normals.cns, state 652
specials.cns, state 1557

Removed gamemakeanim sctrls in states 1115100 and 1115110.
Removed wrong PlaySNDs in states 1115100, 1115110, 652 and 1557.
Added new PlaySNDs in state -2-3.cns (sound used: 15000,1)

---------------------------------------------------------------------------------------------------------------------------
#9
supers.cns

All supermoves will consume the corresponding amount of Unleashed power when in Unleashed mode.
Also, you can only do three supermoves in Unleashed mode, after that you'll exit the mode.

Lvl 1 Chou Masenko:		1 block of UB (Unleashed bar)
Lvl 2 Chou Masenko:		2 blocks of UB
Soaring Dragon Strike:		1 block of UB
Soaring Dragon Unleashed:	2 blocks of UB
Chou Kamehameha:		2 blocks of UB.









---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------



27/07/2016


---------------------------------------------------------------------------------------------------------------------------
#1 supers.cns, State 2500

- Changed kick movement sounds to 21,2.
- Damage also reduced (from 198 to 160).
- A cosmetic change has been applied to the Dust explod effect, if Gohan is higher than 60 pixels of height the dust doesn't appear.



---------------------------------------------------------------------------------------------------------------------------
#2 state-2-3.cns, gohan.air, gohan.sff

Added P2 Hit Wall explods.
Codes (cns)
[State -2, P2 Hit Wall Spark (front)]
type		= Explod
triggerall	= NumEnemy
trigger1		= Enemy, StateNo = 1557
trigger1		= !NumExplod(8402)
ID		= 8402
anim		= 8402
pos		= -20, -50
postype		= p2
velocity		= 0, 0
accel		= 0, 0
removetime	=-2
sprpriority	= 3
ignorehitpause	= 1
persistent	= 0
facing		=-1
[State -2, P2 Hit Wall Spark (back)]
type		= Explod
triggerall	= NumEnemy
trigger1		= Enemy, StateNo = 1557
trigger1		= !NumExplod(8403)
ID		= 8403
anim		= 8403
pos		= -20, -50
postype		= p2
velocity		= 0, 0
accel		= 0, 0
removetime	=-2
sprpriority	=-3
ignorehitpause	= 1
persistent	= 0
facing		=-1



Codes (air)
; Hit Wall Spark (front)
[Begin Action 8402]
8401,2, 0,0, 2, 
8401,4, 0,0, 2, 
8401,6, 0,0, 2, 
8401,8, 0,0, 2, 

;Hit Wall Spark (back)
[Begin Action 8403]
8401,0, 0,0, 2, 
8401,1, 0,0, 2, 
8401,3, 0,0, 2, 
8401,5, 0,0, 2,



Sprite group (sff)
8401


---------------------------------------------------------------------------------------------------------------------------
#3 helpers.cns

Adjusted Vacuum effect helper (state 2503): it will only work on enemies who aren't on ground.


---------------------------------------------------------------------------------------------------------------------------
#4 gohan.sff, supers.cns, helpers.cns

Added group 2806 (LR electric charges) and coded in states 2800 (explod, supers.cns), 2810 (helper call, supers.cns), 2805 (helper, helpers.cns).

---------------------------------------------------------------------------------------------------------------------------
#5 specials.cns

All specials (excluding ki blast shooting) give unleashed power whenever the Destiny mode is activated.

---------------------------------------------------------------------------------------------------------------------------
#6 normals.cns

Added enemy recovery delay after launcher.
I added this to the launcher's hitdef:
fall.recovertime = 58

---------------------------------------------------------------------------------------------------------------------------
#7 normals.cns

Jump strong punch does not knock down anymore.

---------------------------------------------------------------------------------------------------------------------------
#8 system.cns

Dash collision fixed yet again (state 950)
What was missing was this:
[State 950, ChangeState - ABORT]
type		= Changestate
trigger1		= P2StateNo != 950 && P2StateNo != 951 && Time>=4 && Time<50
value		= 952
ctrl		= 1

Piece of code copied from GotenksZ2.
---------------------------------------------------------------------------------------------------------------------------
#9 supers.cns

Coded new Masenko codes.

Lvl 2 Masenko
States:
from 2030 to 2050 (supers.cns)
from 2031 to 2042 (helpers.cns)

Number of hits: 12
Masenko helper slightly bigger (animation and CLSNs).
Now the Masenko helpers will keep the hit count when/after it hits.

As explained in an earlier update, 
if you throw a helper which hits and then you attack the enemy, if the helper goes away before you hit (even if it would be a combo) the hit count goes to 0.

So, in order to keep the combo count, you have to keep the helper in play.


Taken from the Lvl 1 Masenko state (it's the same for the other version, with minimum changes)

[State 2011, End]
type		= ChangeState
trigger1		= pos x!=[-240,240]
value		= 2012

[State 2011, End]
type		= DestroySelf
triggerall	= !MoveContact
trigger1		= pos x!=[-240,240]

if the Masenko doesn't hit, it just flies away and destroy itself;
if the Masenko does    hit, the helper changes to its explosion/vanish state;

in the explosion/vanish state:

[State 2012, End];this allows for the combo counter to not be reset.
type		= DestroySelf
trigger1		= Enemy, MoveType != H

the helper remains until the enemy changes from a/the get hit "move" to another "move".
H means Hit, in other words it defines a get hit type of "move". All get hits, custom states are included.
!= is our "disequal" symbol.

So you read it like this:
if the enemy isn't in any get hit state, the helper disappears. And the combo counter gets reset.

In addition I coded another destroyself:
[State 2012, End]
type		= DestroySelf
trigger1		= Root, winKO

so the helper goes away, when the match is won.


Chou Masenko (spark) coded.
Lvl 1
States:
from 2330 to 2350 (supers.cns)
states 2341, 2351 (helpers.cns)

Number of hits: 13
Smaller, both in CLSNs and effects.


The Chou Masenkos can be used when in Unleashed mode; when it's not activated, you can use the chargeable Masenkos.


Other problems related to these are also fixed, like the Super Background helper calling. (state-2-3.cns)






---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------





14/07/2016

---------------------------------------------------------------------------------------------------------------------------
#1 quick fixes
- Cropped all sprites.
- Changed author name to "Team Z2".
- Changed life to 900.
- The Hurricane Kicks and the Soaring Dragon Kicks all use hitsound 5,5 (strong kick attack).
- Fixed Facebook winpose.
Note: all Z2 characters need to have these codes in state 5150 (usually in the override.cns):

[State 5150, Facebook winpose ChangeAnim]
type		= ChangeAnim
trigger1		= NumEnemy
trigger1		= Enemy, StateNo=181 && Enemy, Time = 411 && Enemy, Name = "Gohan Z2" && Enemy, AuthorName = "Team Z2"
trigger1		= Enemy,var(34) = 1
value		= 18105


[State 5150, Screen doesn't follow the player]
type		= ScreenBound
trigger1		= Enemy, StateNo=181 && Enemy, Name = "Gohan Z2" && Enemy, AuthorName = "Team Z2"
movecamera	= 0,0
value		= 0
ignorehitpause	= 1

[State 5150, 'Portrait' sprite priority]
type		= SprPriority
trigger1		= Anim = 18105
value		= 10
[State 5150, 'Portrait' scale]
type		= AngleDraw
trigger1		= Anim = 18105
scale		= 0.25,0.25
[State 5150, 'Portrait' position]
type		= PosSet
trigger1		= Anim = 18105
X		= IfElse(Facing=-1,-49,-79)
Y		= -ScreenPos Y + 102
persistent	= 0

[State 5150, Facebook winpose SelfState]
type		= SelfState
trigger1		= NumEnemy && PrevStateNo != 5150
trigger1		= Enemy, StateNo = 181 && Enemy, AnimElemTime(6)>500 && Enemy, Name = "Gohan Z2" && Enemy, AuthorName = "Team Z2"
value		= 5150

and in the .air file:

; Gohan Facebook winpose - portrait
[Begin Action 18105]
9000,2, 0,0, 10



---------------------------------------------------------------------------------------------------------------------------
#2
Character updated from 04,11,2002 to 1.0.

All pause times are fixed, in all constants files.

---------------------------------------------------------------------------------------------------------------------------
#3 system.cns
Dash collision fixed (HDBZ engine updates/tweaks).

---------------------------------------------------------------------------------------------------------------------------
#4 helpers.cns
Fixed the AngleDraw sctrl on "Masenko helper up" (state 2021). If it hits it shall remain fixed at the same angle, ignoring the hit pause.

---------------------------------------------------------------------------------------------------------------------------
#5 state-2-3.cns
No juggle checking after getting dizzied, allowing more combo possibilities.

If you have to code a super which stuns the opponent, remember to add this in state-2-3.cns:


[State -2, Variable 35 set for free juggles]
type		= VarSet
triggerall	= NumEnemy
trigger1		= Enemy, StateNo = 5300
var(35)		= 60

[State -2, Variable 35, subtracting 1 when enemy not in dizzy state]
type		= VarAdd
triggerall	= NumEnemy
trigger1		= (Enemy, StateNo != 5300) && (var(35) > 0)
var(35)		= -1

[State -2, Free juggle when opponent is dizzy]
type		= AssertSpecial
trigger1		= var(35) > 0
flag		= NoJuggleCheck


---------------------------------------------------------------------------------------------------------------------------
#6 supers.cns

Super Hurricane Kick (state 2500)
- Added more sound effects; changed strong kick sounds with medium kick sounds;
- the hits are quicker (edited pausetime of the hitdefs);
- added Vacuum effect for the super move (codes taken from PotS Ryu and adapted for this character).

---------------------------------------------------------------------------------------------------------------------------
#7 gohan.air

I think the combo hitcount reset problem with the Masenko is now fixed. I edited anim 2512 to have 12 more ticks.

It's basically a helper problem:
if you throw a helper which hits and then you attack the enemy, if the helper goes away before you hit (even if it would be a combo) the hit count goes to 0.
I read about this somewhere in MFG and it's actually true for some cases.








---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------








8/07/2016
---------------------------------------------------------------------------------------------------------------------------
#1 gohan.sff
Re-added sprite group 907 (yellow aura sprites) so they're not shared with group 905 (blue aura sprites).

Bonus: this also fixes the aura problem in the Unleashed mode charge.
The aura is supposed to be yellow during the Unleashed mode.

---------------------------------------------------------------------------------------------------------------------------
#2 .def file
Reverted mugenversion from 1.0 back to WinMugen
mugenversion = 04,11,2002

Bonus: this adjusts the Chou Kamehameha, the Hurricane Kick super and the Soaring Dragon Strike problem... for some unknown reason.

Update:
The reason is explained here: http://mugenguild.com/forum/topics/how-convert-character-winmugen-mugen-1-0-121201.0.html
(pause times in hitdefs)

The next update will have this and other stuff fixed.

---------------------------------------------------------------------------------------------------------------------------
#3 normals.cns (states 620, 650)
Swapped damage of aerial strong punch and strong kick.

---------------------------------------------------------------------------------------------------------------------------
#4 .snd file
Updated sound files in regards to the HDBZ engine updates/tweaks topic.

---------------------------------------------------------------------------------------------------------------------------
#5 specials.cns (state 1200)
Added poweradd for the Diving Flurry Kick (he gains power when performing it, even if he doesn't hit).

---------------------------------------------------------------------------------------------------------------------------
#6 specials.cns (state 1250)
EX Diving Flurry Kick will not give power back.

---------------------------------------------------------------------------------------------------------------------------
#7 normals.cns (state 270), specials.cns
Wing Kick (s.SKx2) hitsound changed from 2604,0 (strong special attack) to 5,6 (strong hit sound) instead of 5,5 (like Balthazar requested) because I think it fits more. I can always change it to 5,5, but then what about the envshake?

Diving Flurry Kick last hit sound changed from 2604,0 (strong special attack) to 5,5 (strong normal kick attack).
EX Diving Flurry Kick last hit sound changed from 2604,0 (strong special attack) to 5,6 (strong hit sound). If needed I can change it to 5,5 (strong normal kick attack).


---------------------------------------------------------------------------------------------------------------------------
#8 supers.cns (state 2800), system.cns (state 900), helpers.cns
Emotion system edited so the effects (dust, lightning) don't move when in superpause.

How did I do that? By coding the dust and lightning effects as helpers. (states 908, 909, 2805)

---------------------------------------------------------------------------------------------------------------------------
#9 specials.cns (state 1100)

Soaring Dragon Kick second attack (medium version) knocks up the opponent higher to allow another Soaring Dragon Kick.
To do that I added two hitdefs and the air.velocities of the second one changes if var(5)=1 (medium version). 




---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------













4/07/2016

Problems I noticed:
(these weren't present in the Majin build)
- the standing Chou Kamehameha does 30 hits and doesn't knock the opponent down.
- The Soaring Dragon supermoves don't work like in the Majin build. I thought it was a snap or a targetbind problem but I can't find those codes. There's more, the codes look the exact same as the ones he has in the Majin build!

---------------------------------------------------------------------------------------------------------------------------
#1 gohan.sff
Edited image 18100,0 to not have the name and pictures, so that the text "Gohan wins" at the end of the match fits.
(I've discussed this with Balthazar)
So that fixes the "Gohan wins" problem.

Note: I left the original image in the .sff, numbered 18100,1. If you don't want it you can delete it.

---------------------------------------------------------------------------------------------------------------------------
#2 system.cns, override.cns, state 181

Increasing the time length of the Facebook winpose and the enemy portrait that gets displayed.
Portrait used= 9000,2

Bonus:
fixed ChangeAnim2 bug.
Debug message, if used, would be: "Used ANIM2 outside of custom state", so I changed it to just ChangeAnim.
It might be wrong coding-wise, but it's a winpose and I guess people won't be bothered by that.

Note: this wasn't tested against the other Z2 characters.

---------------------------------------------------------------------------------------------------------------------------
#3 constants.cns
Fixed head.pos and mid.pos.

---------------------------------------------------------------------------------------------------------------------------
#4 supers.cns, system.cns
Mouth overlay sprites bugs during aura charge and enemy superpauses fixed.
ownpal = 0
supermovetime = 99999
pausemovetime = 99999

---------------------------------------------------------------------------------------------------------------------------
#5 gohan.sff
Small portrait replaced.

---------------------------------------------------------------------------------------------------------------------------
#6 supers.cns, state 2115
For some reason the Soaring Dragon Strike (lvl 1) could send the enemy flying very high.
The problem was
ground.velocity=-1.5,-80
I just deleted the 0.

---------------------------------------------------------------------------------------------------------------------------
#7 supers.cns, state 2215
Soaring Dragon Unleashed (lvl 2)

First hitdef:
damage = 19,2
ground.velocity=-1.5,-20
air.velocity=-1.5,-10

changed to

damage = 22,2
ground.velocity=-1.5,-2
air.velocity=-1.5,-4

Second hitdef:
damage = 22,4

changed to

damage = 27,4

Note: its damage is still very little though.


---------------------------------------------------------------------------------------------------------------------------
#8 gohan.air, anims 2010, 2020

I changed the timings of the two animations (from 21 ticks to 33 ticks).

; Masenko Launch
[Begin Action 2010]
Clsn2Default: 3
  Clsn2[0] = -1, -85, 21, -67
  Clsn2[1] = -30, -72, 31, -39
  Clsn2[2] = -37, -42, 37, 1
2010,0, 0,0, 3, 
2010,1, 0,0, 4, 
2010,2, 0,0, 4, 
2010,3, 0,0, 10

changed to

; Masenko Launch
[Begin Action 2010]
Clsn2Default: 3
  Clsn2[0] = -1, -85, 21, -67
  Clsn2[1] = -30, -72, 31, -39
  Clsn2[2] = -37, -42, 37, 1
2010,0, 0,0, 4
2310,0, 0,0, 5
2310,1, 0,0, 5
2010,1, 0,0, 5
2010,2, 0,0, 4
2010,3, 0,0, 10




; Masenko Launch Up
[Begin Action 2020]
Clsn2Default: 3
  Clsn2[0] = -1, -85, 21, -67
  Clsn2[1] = -30, -72, 31, -39
  Clsn2[2] = -37, -42, 37, 1
2020,0, 0,0, 3, 
2020,1, 0,0, 4, 
2020,2, 0,0, 4, 
2020,3, 0,0, 4, 
2020,0, 0,0, 3, 
2010,3, 0,0, 3

changed to

; Masenko Launch Up
[Begin Action 2020]
Clsn2Default: 3
  Clsn2[0] = -1, -85, 21, -67
  Clsn2[1] = -30, -72, 31, -39
  Clsn2[2] = -37, -42, 37, 1
2020,0, 0,0, 4
2020,1, 0,0, 5
2020,2, 0,0, 5
2020,3, 0,0, 5
2020,0, 0,0, 4
2010,3, 0,0, 10


---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------





30/06/2016

---------------------------------------------------------------------------------------------------------------------------
#1
Helpers.cns
States 1010 (light), 1011 (medium), 1012 (strong), 1060 (Ex 1), 1061 (Ex 2), HitDef

Ki blasts (light, medium):
from

ground.velocity = -7.8,0
guard.velocity = -7.5
air.velocity = -5.8,-3
airguard.velocity = -5, -4

to

ground.velocity = -4.8,0
guard.velocity = -4.5
air.velocity = -3,-3
airguard.velocity = -2.9, -4



Ki blasts (strong, ex):
from

ground.velocity = -7.5,0
guard.velocity = -7.8
air.velocity = -5.8,-4.4
airguard.velocity = -5, -4

to

ground.velocity = -4.8,0
guard.velocity = -4.5
air.velocity = -3,-3.5
airguard.velocity = -2.9, -3.2


Pushback problem solved.


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#2
Supers.cns
States 2770, 2773

Adjusted Gekiretsu Ranbu finishers changestates.

Level 0  = Strong Punch
1st level= Mega Masenko
2nd level= Hi-Ex Blast Fist (fixed velset => he flies to the enemy's height, like intended)
3rd level= Brothers Kamehameha

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#3
Supers.cns
State 2773, HitDef

The a.SP that leads to the Gekiretsu Ranbu finishers won't kill the enemy if the right conditions are met.