;----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 Chizurus 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 sp 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

;===============its 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

;===============its 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---