Vegeta All Forms Mugen Site
[State 6000, Bind to Root] type = BindToParent trigger1 = 1 time = 1 pos = 0,-10 ignorehitpause = 1
[State 0, Form Stats] type = VarSet trigger1 = var(1) = 0 ; Base var(5) = 100 ; Attack mul var(6) = 100 ; Defense mul ignorehitpause = 1
[State 0, SSJ2 Stats] type = VarSet trigger1 = var(1) = 2 var(5) = 160 var(6) = 120 ignorehitpause = 1
[Info] name = "Vegeta - All Forms" displayname = "Vegeta (All Forms)" versiondate = 04,14,2026 mugenversion = 1.0 author = "MUGEN Community" pal.defaults = 1,2,3,4,5,6 [Files] cmd = Vegeta_AllForms.cmd cns = Vegeta_AllForms.cns st = Vegeta_AllForms.cns stcommon = common1.cns sprite = Vegeta_AllForms.sff anim = Vegeta_AllForms.air sound = Vegeta_AllForms.snd pal1 = Vegeta_Base.act pal2 = Vegeta_SuperSaiyan.act pal3 = Vegeta_SuperSaiyan2.act pal4 = Vegeta_Majin.act pal5 = Vegeta_SuperSaiyanGod.act pal6 = Vegeta_Blue.act vegeta all forms mugen
; SSJ -> SSJ2 (similar structure, use anim 5001) [Statedef 3001] ; ... copy above, change anim, add sounds, set var(1)=2
[State 0, SSB Stats] type = VarSet trigger1 = var(1) = 5 var(5) = 350 var(6) = 200 ignorehitpause = 1 [Command] name = "transform" command = ~D, DF, F, a+b time = 20 [Command] name = "transform_rev" command = ~D, DB, B, x+y time = 20
[State 3000, Aura] type = Helper trigger1 = time = 0 helpertype = normal name = "Aura" ID = 1000 stateno = 6000 pos = 0,0 ownpal = 1 [State 6000, Bind to Root] type = BindToParent
[State -2, Auto-Transform to SSG] type = ChangeState triggerall = var(1) = 3 triggerall = power >= 6000 value = 3003 ignorehitpause = 1
[Statedef -2] ; Always-running logic (transformations)
[State 0, SSJ Stats] type = VarSet trigger1 = var(1) = 1 var(5) = 130 var(6) = 110 ignorehitpause = 1 Aura Helper State
[State 6000, Remove] type = DestroySelf trigger1 = root, stateno = 0 trigger1 = root, var(1) != 1 ignorehitpause = 1
[State -2, Auto-Transform to Majin] type = ChangeState triggerall = var(1) = 2 triggerall = power >= 5000 triggerall = life < lifeMax/3 value = 3002 ignorehitpause = 1
; SSG -> SSB (anim 5004, var(1)=5) [Statedef 3004] ; ...
; Majin -> SSG (anim 5003, var(1)=4) [Statedef 3003] ; ...
; ============================================ ; Aura Helper State ; ============================================ [Statedef 6000] type = A movetype = I physics = N velset = 0,0 ctrl = 0 anim = 6000 ; aura sprite sprpriority = -1