;----START COPY PASTE FOR -2 to go in chars for compatability---
;this resets the var so he will go to state 5170 correctly in all instances
[State -2, System Variable Set]
type = VarSet
trigger1 = StateType = S || Statetype = C
sysvar(0) = 0
ignorehitpause = 1
[State -2, Sealed by Chizuru's Reigi no Ishizue]
type = PalFX
trigger1 = NumProjID(131035)
trigger1 = GameTime % 2 = 1
time = 1
add = 0,0,92
sinAdd = 0,0,0,0
color = 0
invertAll = 0
color = 256
ignoreHitPause = 1
;===============Applying various status to opponent outside of custom states================
[State -2, AssertSpecial]
type = AssertSpecial
trigger1 = enemy, NumExplod(99980000);create this explod ID and the opponent will become invisible if compatible
flag = invisible
ignorehitpause = 1
[State -2, CtrlSet]
type = CtrlSet
trigger1 = enemy, NumExplod(99980001);create this explod ID and the opponent will lose ctrl if compatible
value = 0
[State -2, CtrlSet]
type = CtrlSet
trigger1 = enemy, NumExplod(99980002);create this explod ID and the opponent will gain ctrl if compatible
value = 1
;===============Pal FX applied by opponent================
;MUGEN does not allow us to give P2 a PalFX outside of a custom state so this work around was developed
;Use these expod ID ranges for their corresponding fx
;these are more SNK style with inverted colors
;99991000 = Fire by O Illusionista
;99991001 = Ice by O Illusionista
;99991002 = Green Poison by O Illusionista
;99991003 = Purple Poison by O Illusionista
;99991004 = Blue Shock by O Illusionista
;99991005 = B&W Shock by O Illusionista
;99991006 = Evil Red by O Illusionista
;99991007 = Evil Purple by O Illusionista
;99991008 = Slow Pulse Fire by Elix
;99991009 = Yellow/Orange Burn by Sander71113
;99991010 = Blue/Violet/Crimson Burn by Sander71113
;99991011 = Red/Blood Burn by Sander71113
;99991012 = Dust/Gray Burn by Sander71113
;99991013 = Fade to Darker fade to brighter by Odb718
;99991014 = Black and White Negative by Odb718
;99991015 = Rainbow by altoiddealer
;99991016 = White
;99991017 = Red
;99991018 = Blue
;99991019 = Green
;99991020 = Yellow
;99991021 = Pink
;99991022 = Light Blue
;99991023 = Black
;these make the fx not inverted more like Capcom
;99992000 = Fire by O Illusionista
;99992001 = Ice by O Illusionista
;99992002 = Green Poison by O Illusionista
;99992003 = Purple Poison by O Illusionista
;99992004 = Blue Shock by O Illusionista
;99992005 = B&W Shock by O Illusionista
;99992006 = Evil Red by O Illusionista
;99992007 = Evil Purple by O Illusionista
;99992008 = Slow Pulse Fire by Elix
;99992009 = Yellow/Orange Burn by Sander71113
;99992010 = Blue/Violet/Crimson Burn by Sander71113
;99992011 = Red/Blood Burn by Sander71113
;99992012 = Dust/Gray Burn by Sander71113
;99992013 = Fade to Darker fade to brighter by Odb718
;99992014 = Black and White Negative by Odb718
;99992015 = Rainbow by altoiddealer
[State -2, SNK Fire PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991000)
time = 1
add = Ceil(240 + 110 * sin(2 * pi * gametime / 10)),Ceil(50 + 55 * sin(2 * pi * gametime / 10)),Ceil(120 + 85 * sin(2 * pi * gametime / 10))
mul = 250,224,120
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Ice PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991001)
time = 1
add = Ceil(0 + 85 * sin(2 * pi * gametime / 10)),Ceil(50 + 55 * sin(2 * pi * gametime / 10)),Ceil(240 + 110 * sin(2 * pi * gametime / 10))
mul = 120,224,150
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Green Poison PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991002)
time = 1
add = Ceil(0 + 85 * sin(2 * pi * gametime / 10)),Ceil(100 + 110 * sin(2 * pi * gametime / 10)),Ceil(50 + 55 * sin(2 * pi * gametime / 10))
mul = 20,120,24
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Purple Poison PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991003)
time = 1
add = Ceil(100 + 85 * sin(2 * pi * gametime / 10)),Ceil(0 + 110 * sin(2 * pi * gametime / 10)),Ceil(100 + 55 * sin(2 * pi * gametime / 10))
mul = 120,20,124
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Blue Shock PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991004)
time = 1
add = Ceil(100 -80 * sin(2 * pi * gametime / 10)),Ceil(100 -80 * sin(2 * pi * gametime / 10)),Ceil(180 -80 * sin(2 * pi * gametime / 10))
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK B&W Shock PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991005)
time = 1
add = Ceil(100 -80 * sin(2 * pi * gametime / 10)),Ceil(100 -80 * sin(2 * pi * gametime / 10)),Ceil(100 -80 * sin(2 * pi * gametime / 10))
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Evil Red PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991006)
time = 1
add = Ceil(0 + 40 * sin(2 * pi * gametime / 10)),Ceil(-200 + 80 * sin(2 * pi * gametime / 10)),Ceil(-200 + 40 * sin(2 * pi * gametime / 10))
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Evil Purple PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991007)
time = 1
add = Ceil(0 + 40 * sin(2 * pi * gametime / 10)),Ceil(-200 + 80 * sin(2 * pi * gametime / 10)),Ceil(0 + 40 * sin(2 * pi * gametime / 10))
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Slow Pulse Fire PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991008)
time = 1
add = Ceil(224 -160 * sin(2 * pi * gametime / 14)),Ceil(68 -160 * sin(2 * pi * gametime / 14)),Ceil(-40 -160 * sin(2 * pi * gametime / 14))
mul = 256,192,128
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Yellow/Orange Burn PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991009)
time = 1
add = Ceil(40 + 40 * sin(2 * pi * gametime / 10)),Ceil(-70 + 30 * sin(2 * pi * gametime / 10)),Ceil(-200 + 0 * sin(2 * pi * gametime / 10))
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Blue/Violet/Crimson Burn PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991010)
time = 1
add = Ceil(-104 + 56 * sin(2 * pi * gametime / 10)),Ceil(-104 + 56 * sin(2 * pi * gametime / 10)),Ceil(7 + 0 * sin(2 * pi * gametime / 10))
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Red/Blood Burn PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991011)
time = 1
add = Ceil(7 + 30 * sin(2 * pi * gametime / 10)),Ceil(-200 + 30 * sin(2 * pi * gametime / 10)),Ceil(-200 + 0 * sin(2 * pi * gametime / 10))
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Dust/Gray Burn PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991012)
time = 1
add = Ceil(-100 -10 * sin(2 * pi * gametime / 10)),Ceil(-100 -10 * sin(2 * pi * gametime / 10)),Ceil(-100 -10 * sin(2 * pi * gametime / 10))
color = 0
invertall = 1
ignorehitpause = 1
[State -2, SNK Fade to Darker fade to brighter PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991013)
time = 1
add = Ceil(0 -65 * sin(2 * pi * gametime / 26)),Ceil(0 -65 * sin(2 * pi * gametime / 26)),Ceil(0 -65 * sin(2 * pi * gametime / 26))
mul = 164,164,164
invertall = 1
color = 256
ignorehitpause = 1
[State -2, SNK Black and White Negative PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991014)
time = 1
add = Ceil(0 + 55 * sin(2 * pi * gametime / 10)),Ceil(0 + 55 * sin(2 * pi * gametime / 10)),Ceil(0 + 55 * sin(2 * pi * gametime / 10))
mul = 200,200,200
invertall = 1
color = 0
ignorehitpause = 1
[State -2, SNK Rainbow PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991015)
time = 1
add = Floor(sin(GameTime/8)*64),Floor(sin((GameTime-85)/8)*64),Floor(sin((GameTime-170)/8)*64)
invertall = 1
ignorehitpause = 1
[State 0, White PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991016)
time = 1
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
[State 0, Red PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991017)
time = 1
add = 256,0,0
mul = 256,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
[State 0, Blue PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991018)
time = 1
add = 0,0,256
mul = 0,0,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
[State 0, Green PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991019)
time = 1
add = 0,256,0
mul = 0,256,0
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
[State 0, Yellow PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991020)
time = 1
add = 256,256,0
mul = 256,256,0
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
[State 0, Pink PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991021)
time = 1
add = 256,0,256
mul = 256,0,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
[State 0, Light Blue PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991022)
time = 1
add = 0,256,256
mul = 0,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
[State 0, Black PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99991023)
time = 1
add = 256,256,256
mul = 0,0,0
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause = 1
[State -2, CAPCOM Fire PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992000)
time = 1
add = Ceil(240 + 110 * sin(2 * pi * gametime / 10)),Ceil(50 + 55 * sin(2 * pi * gametime / 10)),Ceil(120 + 85 * sin(2 * pi * gametime / 10))
mul = 250,224,120
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Ice PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992001)
time = 1
add = Ceil(0 + 85 * sin(2 * pi * gametime / 10)),Ceil(50 + 55 * sin(2 * pi * gametime / 10)),Ceil(240 + 110 * sin(2 * pi * gametime / 10))
mul = 120,224,150
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Green Poison PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992002)
time = 1
add = Ceil(0 + 85 * sin(2 * pi * gametime / 10)),Ceil(100 + 110 * sin(2 * pi * gametime / 10)),Ceil(50 + 55 * sin(2 * pi * gametime / 10))
mul = 20,120,24
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Purple Poison PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992003)
time = 1
add = Ceil(100 + 85 * sin(2 * pi * gametime / 10)),Ceil(0 + 110 * sin(2 * pi * gametime / 10)),Ceil(100 + 55 * sin(2 * pi * gametime / 10))
mul = 120,20,124
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Blue Shock PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992004)
time = 1
add = Ceil(100 -80 * sin(2 * pi * gametime / 10)),Ceil(100 -80 * sin(2 * pi * gametime / 10)),Ceil(180 -80 * sin(2 * pi * gametime / 10))
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM B&W Shock PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992005)
time = 1
add = Ceil(100 -80 * sin(2 * pi * gametime / 10)),Ceil(100 -80 * sin(2 * pi * gametime / 10)),Ceil(100 -80 * sin(2 * pi * gametime / 10))
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Evil Red PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992006)
time = 1
add = Ceil(0 + 40 * sin(2 * pi * gametime / 10)),Ceil(-200 + 80 * sin(2 * pi * gametime / 10)),Ceil(-200 + 40 * sin(2 * pi * gametime / 10))
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Evil Purple PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992007)
time = 1
add = Ceil(0 + 40 * sin(2 * pi * gametime / 10)),Ceil(-200 + 80 * sin(2 * pi * gametime / 10)),Ceil(0 + 40 * sin(2 * pi * gametime / 10))
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Slow Pulse Fire PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992008)
time = 1
add = Ceil(224 -160 * sin(2 * pi * gametime / 14)),Ceil(68 -160 * sin(2 * pi * gametime / 14)),Ceil(-40 -160 * sin(2 * pi * gametime / 14))
mul = 256,192,128
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Yellow/Orange Burn PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992009)
time = 1
add = Ceil(40 + 40 * sin(2 * pi * gametime / 10)),Ceil(-70 + 30 * sin(2 * pi * gametime / 10)),Ceil(-200 + 0 * sin(2 * pi * gametime / 10))
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Blue/Violet/Crimson Burn PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992010)
time = 1
add = Ceil(-104 + 56 * sin(2 * pi * gametime / 10)),Ceil(-104 + 56 * sin(2 * pi * gametime / 10)),Ceil(7 + 0 * sin(2 * pi * gametime / 10))
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Red/Blood Burn PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992011)
time = 1
add = Ceil(7 + 30 * sin(2 * pi * gametime / 10)),Ceil(-200 + 30 * sin(2 * pi * gametime / 10)),Ceil(-200 + 0 * sin(2 * pi * gametime / 10))
color = 0
ignorehitpause = 1
[State -2, CAPCOM Dust/Gray Burn PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992012)
time = 1
add = Ceil(-100 -10 * sin(2 * pi * gametime / 10)),Ceil(-100 -10 * sin(2 * pi * gametime / 10)),Ceil(-100 -10 * sin(2 * pi * gametime / 10))
color = 0
invertall = 0
ignorehitpause = 1
[State -2, CAPCOM Fade to Darker fade to brighter PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992013)
time = 1
add = Ceil(0 -65 * sin(2 * pi * gametime / 26)),Ceil(0 -65 * sin(2 * pi * gametime / 26)),Ceil(0 -65 * sin(2 * pi * gametime / 26))
mul = 164,164,164
invertall = 0
color = 256
ignorehitpause = 1
[State -2, CAPCOM Black and White Negative PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992014)
time = 1
add = Ceil(0 + 55 * sin(2 * pi * gametime / 10)),Ceil(0 + 55 * sin(2 * pi * gametime / 10)),Ceil(0 + 55 * sin(2 * pi * gametime / 10))
mul = 200,200,200
invertall = 0
color = 0
ignorehitpause = 1
[State -2, CAPCOM Rainbow PalFX]
type = PalFX
trigger1 = enemy, NumExplod(99992015)
time = 1
add = Floor(sin(GameTime/8)*64),Floor(sin((GameTime-85)/8)*64),Floor(sin((GameTime-170)/8)*64)
invertall = 0
ignorehitpause = 1
;===============poisoning P2 see state 1510 for more info================
;ID ranges include; each represents how much life per tick is lost
;99990000 = -1
;99990001 = -2
;99990002 = -3
;99990003 = -4
;99990004 = -5
;99990005 = -10
;99990006 = -15
;99990007 = -20
;99990008 = -25
;99990009 = -30
;ID ranges include; each represents how much life per tick is gained
;99990010 = +1
;99990011 = +2
;99990012 = +3
;99990013 = +4
;99990014 = +5
;99990015 = +10
;99990016 = +15
;99990017 = +20
;99990018 = +25
;99990019 = +30
;this explod tells how long the duration of poison should last
[State 0, Explod]
type = Explod
trigger1 = NumProjID(99990000)
anim = 1
ID = 99990000
removetime = 300 ;adjusts how long p2 is in poison status
removeongethit = 1 ;removes poison when you are hit
ignorehitpause = 1
;this explod tells how long the duration of poison PalFX should last
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990000)
anim = 1
ID = 99992003
removetime = 1
ignorehitpause = 1
;ID ranges include; each represents how much life per tick is lost
;99990020 = -1
;99990021 = -2
;99990022 = -3
;99990023 = -4
;99990024 = -5
;99990025 = -10
;99990026 = -15
;99990027 = -20
;99990028 = -25
;99990029 = -30
;ID ranges include; each represents how much life per tick is gained
;99990030 = +1
;99990031 = +2
;99990032 = +3
;99990033 = +4
;99990034 = +5
;99990035 = +10
;99990036 = +15
;99990037 = +20
;99990038 = +25
;99990039 = +30
;this explod tells how frequently the poison should take life
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990000)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990020
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990001)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990021
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990002)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990022
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990003)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990023
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990004)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990024
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990005)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990025
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990006)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990026
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990007)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990027
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990008)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990028
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990009)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990029
removetime = 1
;this explod tells how frequently the poison should give life
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990010)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990030
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990011)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990031
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990012)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990032
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990013)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990033
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990014)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990034
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990015)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990035
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990016)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990036
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990017)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990037
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990018)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990038
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990019)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990039
removetime = 1
;===============poisoning yourself see state 1520 for more info================
;ID ranges include; each represents how much life per tick is lost
;99990040 = -1
;99990041 = -2
;99990042 = -3
;99990043 = -4
;99990044 = -5
;99990045 = -10
;99990046 = -15
;99990047 = -20
;99990048 = -25
;99990049 = -30
;ID ranges include; each represents how much life per tick is gained
;99990050 = +1
;99990051 = +2
;99990052 = +3
;99990053 = +4
;99990054 = +5
;99990055 = +10
;99990056 = +15
;99990057 = +20
;99990058 = +25
;99990059 = +30
;this explod tells how long the duration of poison should last
[State 0, Explod]
type = Explod
trigger1 = NumProjID(99990040)
anim = 1
ID = 99990040
removetime = 300
[State 0, RemoveExplod];removes poison when you hit P2
type = RemoveExplod
trigger1 = P2MoveType = H
id = 99990040
ignorehitpause = 1
;this explod tells how long the duration of poison PalFX should last
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990040)
anim = 1
ID = 1509
removetime = 1
ignorehitpause = 1
[State 0, RemoveExplod];removes poison PalFX when you hit P2
type = RemoveExplod
trigger1 = P2MoveType = H
id = 1509
ignorehitpause = 1
;ID ranges include; each represents how much life per tick is lost
;99990060 = -1
;99990061 = -2
;99990062 = -3
;99990063 = -4
;99990064 = -5
;99990065 = -10
;99990066 = -15
;99990067 = -20
;99990068 = -25
;99990069 = -30
;ID ranges include; each represents how much life per tick is gained
;99990070 = +1
;99990071 = +2
;99990072 = +3
;99990073 = +4
;99990074 = +5
;99990075 = +10
;99990076 = +15
;99990077 = +20
;99990078 = +25
;99990079 = +30
;this explod tells how frequently the poison should take or give life
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990040)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990060
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990041)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990061
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990042)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990062
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990043)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990063
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990044)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990064
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990045)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990065
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990046)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990066
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990047)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990067
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990048)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990068
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990049)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990069
removetime = 1
;this explod tells how frequently the poison should take or give life
[State 0, Explod]
type = Explod
trigger1 = NumExplod(9999005)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990070
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990051)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990071
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990052)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990072
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990053)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990073
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990054)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990074
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990055)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990075
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990056)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990076
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990057)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990077
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990058)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990078
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990059)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often the poison takes/gives life
anim = 1
ID = 99990079
removetime = 1
;===============it's time to take or give the life from poisoning================
; opponent poisons you
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990020)
value = -1
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990021)
value = -2
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990022)
value = -3
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990023)
value = -4
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990024)
value = -5
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990025)
value = -10
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990026)
value = -15
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990027)
value =-20
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990028)
value = -25
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990029)
value = -30
kill = 0
; opponent heals you
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990030)
value = 1
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990031)
value = 2
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990032)
value = 3
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990033)
value = 4
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990034)
value = 5
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990035)
value = 10
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990036)
value = 15
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990037)
value = 20
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990038)
value = 25
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = enemy, NumExplod(99990039)
value = 30
kill = 0
;you poison yourself
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990060)
value = -1
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990061)
value = -2
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990062)
value = -3
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990063)
value = -4
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990064)
value = -5
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990065)
value = -10
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990066)
value = -15
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990067)
value = -20
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990068)
value = -25
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990069)
value = -30
kill = 0
;you heal yourself
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990070)
value = 1
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990071)
value = 2
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990072)
value = 3
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990073)
value = 4
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990074)
value = 5
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990075)
value = 10
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990076)
value = 15
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990077)
value = 20
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990078)
value = 25
kill = 0
[State 0, LifeAdd]
type = LifeAdd
trigger1 = NumExplod(99990079)
value = 30
kill = 0
;===============taking power from P2: this is pretty much identical to poisoning so no examples are given in char================
;ID ranges include; each represents how much meter per tick is lost
;99990100 = -1
;99990101 = -2
;99990102 = -3
;99990103 = -4
;99990104 = -5
;99990105 = -10
;99990106 = -15
;99990107 = -20
;99990108 = -25
;99990109 = -30
;ID ranges include; each represents how much meter per tick is gained
;99990110 = +1
;99990111 = +2
;99990112 = +3
;99990113 = +4
;99990114 = +5
;99990115 = +10
;99990116 = +15
;99990117 = +20
;99990118 = +25
;99990119 = +30
;this explod tells how long the duration of meter drain/give should last
[State 0, Explod]
type = null;Explod
trigger1 = NumProjID(99990100)
anim = 1
ID = 99990100
removetime = 300 ;adjusts how long p2 is meter drain/give status
removeongethit = 1 ;removes status when you are hit
;ID ranges include; each represents how much meter per tick is lost
;99990120 = -1
;99990121 = -2
;99990122 = -3
;99990123 = -4
;99990124 = -5
;99990125 = -10
;99990126 = -15
;99990127 = -20
;99990128 = -25
;99990129 = -30
;ID ranges include; each represents how much meter per tick is gained
;99990130 = +1
;99990131 = +2
;99990132 = +3
;99990133 = +4
;99990134 = +5
;99990135 = +10
;99990136 = +15
;99990137 = +20
;99990138 = +25
;99990139 = +30
;this explod tells how frequently to take meter
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990100)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990120
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990101)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990121
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990102)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990122
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990103)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990123
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990104)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990124
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990105)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990125
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990106)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990126
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990107)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990127
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990108)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990128
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990109)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990129
removetime = 1
;this explod tells how frequently to give meter
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990110)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990130
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990111)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990131
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990112)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990132
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990113)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990133
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990114)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990134
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990105)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990135
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990116)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990136
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990117)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990137
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990118)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990138
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990119)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990139
removetime = 1
;===============poisoning yourself see state 1520 for more info================
;ID ranges include; each represents how much life per tick is lost
;99990140 = -1
;99990141 = -2
;99990142 = -3
;99990143 = -4
;99990144 = -5
;99990145 = -10
;99990146 = -15
;99990147 = -20
;99990148 = -25
;99990149 = -30
;ID ranges include; each represents how much life per tick is gained
;99990150 = +1
;99990151 = +2
;99990152 = +3
;99990153 = +4
;99990154 = +5
;99990155 = +10
;99990156 = +15
;99990157 = +20
;99990158 = +25
;99990159 = +30
;this explod tells how long the duration of taking/giving meter should last
[State 0, Explod]
type = Null;Explod
trigger1 = NumProjID(99990140)
anim = 1
ID = 99990140
removetime = 300
[State 0, RemoveExplod];removes meter status when you hit P2
type = Null;RemoveExplod
trigger1 = P2MoveType = H
id = 99990140
ignorehitpause = 1
;ID ranges include; each represents how much life per tick is lost
;99990160 = -1
;99990161 = -2
;99990162 = -3
;99990163 = -4
;99990164 = -5
;99990165 = -10
;99990166 = -15
;99990167 = -20
;99990168 = -25
;99990169 = -30
;ID ranges include; each represents how much life per tick is gained
;99990170 = +1
;99990171 = +2
;99990172 = +3
;99990173 = +4
;99990174 = +5
;99990175 = +10
;99990176 = +15
;99990177 = +20
;99990178 = +25
;99990179 = +30
;this explod tells how frequently the status should take or give meter
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990140)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990160
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990141)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990161
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990142)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990162
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990143)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990163
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990144)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990164
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990145)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990165
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990146)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990166
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990147)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990167
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990148)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990168
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990149)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990169
removetime = 1
;this explod tells how frequently the status should take or give meter
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990150)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990170
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990151)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990171
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990152)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990172
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990153)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990173
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990154)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990174
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990155)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990175
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990156)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990176
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990157)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990177
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990158)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990178
removetime = 1
[State 0, Explod]
type = Explod
trigger1 = NumExplod(99990159)
trigger1 = GameTime%15 = 0 ;edit gametime% to change how often it takes/gives meter
anim = 1
ID = 99990179
removetime = 1
;===============it's time to take or give the meter================
; opponent drains meter
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990120)
value = -1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990121)
value = -2
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990122)
value = -3
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990123)
value = -4
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990124)
value = -5
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990125)
value = -10
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990126)
value = -15
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990127)
value =-20
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990128)
value = -25
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990129)
value = -30
; opponent gives meter
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990130)
value = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990131)
value = 2
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990132)
value = 3
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990133)
value = 4
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990134)
value = 5
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990135)
value = 10
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990136)
value = 15
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990137)
value = 20
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990138)
value = 25
[State 0, PowerAdd]
type = PowerAdd
trigger1 = enemy, NumExplod(99990139)
value = 30
;you take your own meter
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990160)
value = -1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990161)
value = -2
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990162)
value = -3
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990163)
value = -4
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990164)
value = -5
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990165)
value = -10
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990166)
value = -15
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990167)
value = -20
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990168)
value = -25
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990169)
value = -30
;you add to your own meter
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990170)
value = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990171)
value = 2
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990172)
value = 3
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990173)
value = 4
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990174)
value = 5
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990175)
value = 10
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990176)
value = 15
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990177)
value = 20
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990178)
value = 25
[State 0, PowerAdd]
type = PowerAdd
trigger1 = NumExplod(99990179)
value = 30
;---END COPY PASTE CODE FOR -2---