;----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---