;===============================================================================
; INTELIGENCIA ARTIFICIAL:
;===============================================================================
[Statedef -2]

[State 0, VarSet]
type = VarSet
trigger1 = 1
; You should change the pointed value to the number that either disables or enables Pantera - 10s to play during LSSJ1.
;          |
;          v
var(20) = (0) ; (0) - OFF, (1) - ON
;          ^
;          |
ignorehitpause = 1

;Below coding aren't configurations, edit them if you know how to edit chars, that is if you don't want to break the char or something.

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(20) = 1 && !IsHelper && (Stateno = 800 || Var(4) = 2)
value = S10010,0
volume = 999
loop = 1
lowpriority = 1
channel = 11
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Var(20) = 1 && !IsHelper && (Stateno = 800 || Var(4) = 2)
value = S10010,0
volume = 999
loop = 1
lowpriority = 1
channel = 12
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = Var(20) = 1 && !IsHelper && (Stateno = 800 || Var(4) = 2)
flag = nomusic
ignorehitpause = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = Var(20) = 1 && !IsHelper && Var(4) = [0,1]
channel = 11
ignorehitpause = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = Var(20) = 1 && !IsHelper && Var(4) = [0,1]
channel = 12
ignorehitpause = 1

[State 0, KO Scream]
type = Helper
triggerall = numhelper(2305070) = 0
triggerall = roundstate = 0 && time = 0
trigger1 = !ishelper
helpertype = player
name = "Palette Selector"
ID = 2305070
stateno = 320102070
pos = 0,0
postype = P1
ignorehitpause = 1
supermove = 999999
pausemove = 999999
supermovetime = 999999
pausemovetime = 999999

;These vars below are for Gigantic Meteor

[State 0, VarSet]
type = VarSet
trigger1 = Var(19) = 0
var(21) = 0
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(19) = 1
var(21) = 10
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = Var(19) = 2
var(21) = 15
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = var(24) >= 1
var(24) = 1
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = !NumHelper(203080) && !NumHelper(203050)
var(24) = 0
ignorehitpause = 1

;The coding below is not for Gigantic Meteor

[State 0, VarSet] ;Palette selector shit
type = VarSet
trigger1 = NumHelper(2305070)
var(56) = Helper(2305070), var(55)
ignorehitpause = 1

[State 0, AssertSpecial] ;Palette selector shit
type = AssertSpecial
trigger1 = NumHelper(2305070)
flag = intro

;The coding below here is just the AI coding

[State 0, Run]
type = ChangeState
triggerall = var(4) != [0,1]
triggerall = ailevel > 0 && roundstate = 2 && var(17) = 0
triggerall = ctrl
triggerall = p2bodydist x = [0,20]
triggerall = p2bodydist y > 0
triggerall = statetype != A
triggerall = stateno != 40
trigger1 = random < (ailevel * 100)/2
value = 40

[State 0, Run]
type = ChangeState
triggerall = ailevel > 0 && roundstate = 2 && var(17) = 0
triggerall = ctrl
triggerall = p2bodydist x > 100
triggerall = p2statetype != L
trigger1 = random < (ailevel * 100)/4 && p2movetype != A && var(2) = 0
trigger2 = random < (ailevel * 100)/4 && var(2) = 1
value = 60

[State 0, Run Atras]
type = ChangeState
triggerall = backedgebodydist > 50 && var(17) = 0
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x < 200
triggerall = random < (ailevel * 100)/4
trigger1 = p2movetype = A && var(2) = 0
trigger2 = p2statetype = L && (var(4) = [0,1]) && var(2) = 0
value = 70

[State 0, Guard]
type = ChangeState
triggerall = ailevel > 0 && roundstate = 2 && var(17) = 0 && var(2) = 0
trigger1 = ctrl
triggerall = (p2bodydist x < 50 && p2movetype = A) || (enemy,numproj > 0) || inguarddist
value = ifelse(statetype = A,132,130)

[State 0, Power Charge]
type = ChangeState
triggerall = power < 3000 && var(17) = 0
triggerall = ailevel > 0
triggerall = ctrl
triggerall = p2bodydist x > 100
trigger1 = random < (ailevel * 100)/3
value = 500

[State 0, Power Charge End]
type = ChangeState
triggerall = time >= 12 && var(17) = 0
triggerall = stateno = 500
triggerall = ailevel > 0
trigger1 = (p2bodydist x < 50) || (enemy,numproj > 0)
trigger2 = power = 3000
value = 501

[State 0, A]
type = ChangeState
triggerall = statetype != A && var(17) = 0
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x < 30
triggerall = p2bodydist y = [-30,30]
trigger1 = p2statetype != L
value = 200

[State 0, B]
type = ChangeState
triggerall = statetype != A && var(17) = 0
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x < 60
triggerall = p2bodydist y = [-30,30]
trigger1 = p2statetype != L
value = 300

[State 0, C]
type = ChangeState
triggerall = power >= 200 && var(17) = 0
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [50,300]
triggerall = p2bodydist y >= -40
trigger1 = random < (ailevel * 100)/6
trigger1 = p2statetype != L
value = 400

[State 0, Explosive Wave (Basic)]
type = ChangeState
triggerall = var(4) >= 1
triggerall = power >= 300 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = p2bodydist x = [-50,50]
triggerall = p2bodydist y = [-30,30]
trigger1 = (stateno = [120,155]) && inguarddist && random <= 15
value = 10009

[State 0, A Aire]
type = ChangeState
triggerall = var(17) = 0
triggerall = statetype = A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [0,30]
triggerall = random < (ailevel * 100)/5
triggerall = p2statetype != L
trigger1 = (var(4) = [0,1]) && p2bodydist y = [-60,0]
trigger2 = var(4) = 2 && p2bodydist y = [-60,60]
value = 600

[State 0, A Aire]
type = ChangeState
triggerall = var(17) = 0
triggerall = statetype = A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [30,50]
triggerall = p2bodydist y = [60,90]
triggerall = random < (ailevel * 100)/5
triggerall = p2statetype != L
trigger1 = power < 1500 && var(4) = 2
trigger2 = var(4) = [0,1]
value = 610

[State 0, B Aire Down]
type = ChangeState
triggerall = var(4) >= 2
triggerall = statetype = A && var(17) = 0
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [-30,30]
triggerall = p2bodydist y > 0
trigger1 = random < (ailevel * 100)/10
trigger2 = p2statetype = L
value = 10750

[State 0, B Aire]
type = ChangeState
triggerall = var(17) = 0
triggerall = statetype = A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [0,60]
triggerall = p2bodydist y = [-60,30]
triggerall = random < (ailevel * 100)/5
triggerall = p2statetype != L
trigger1 = power < 1500 && var(4) = 2
trigger2 = var(4) = [0,1]
value = 620

[State 0, C Aire]
type = ChangeState
triggerall = power >= 200 && var(17) = 0
triggerall = statetype = A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [90,200]
triggerall = p2bodydist y = [60,999]
trigger1 = random < (ailevel * 100)/6
value = 640

[State 0, Super Dash]
type = ChangeState
triggerall = power >= 200 && var(17) = 0
triggerall = statetype != C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [100,300]
triggerall = p2statetype != L
triggerall = p2stateno != [200365,200367]
trigger1 = random < (ailevel * 100)/2
value = 690

[State 0, Transforming into RSSJ1/SSJ1]
type = ChangeState
triggerall = power >= 500 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = random < (ailevel * 100)/2
trigger1 = life <= lifemax/1.25
trigger1 = var(4) = 0
trigger2 = var(4) = 1 && var(3) = 1
trigger2 = life <= lifemax/1.50
value = 700

[State 0, Transforming into LSSJ1]
type = ChangeState
triggerall = power >= 850 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = random < (ailevel * 100)/2
trigger1 = life <= lifemax/2
trigger1 = var(4) = 1
value = 800

[State 0, Go back to Base form]
type = ChangeState
triggerall = var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 50
triggerall = random < (ailevel * 100)/2
trigger1 = life >= lifemax/1.50
trigger1 = var(4) = 1 && var(3) = 0
trigger1 = enemy,life <= (enemy,lifemax)*0.25
trigger1 = roundno >= 2
value = 705

[State 0, Eraser Cannon]
type = ChangeState
triggerall = !numhelper(3030)
triggerall = var(4) = 0
triggerall = power >= 3000 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [250,650]
triggerall = p2bodydist y = [-30,30]
trigger1 = random < (ailevel * 100)*100
value = 3000

[State 0, Super Explosive Wave]
type = ChangeState
triggerall = var(4) = 1
triggerall = power >= 3000 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [-90,90]
triggerall = p2bodydist y = [-60,60]
trigger1 = random < (ailevel * 100)*100
value = 23000

[State 0, Gigantic Meteor]
type = ChangeState
triggerall = var(4) = 2
triggerall = power >= 3000 && var(17) = 0
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 150
triggerall = p2bodydist y = [-30,30]
trigger1 = random < (ailevel * 100)*100
value = 202900

[State 0, Gigantic Meteor]
type = ChangeState
triggerall = var(4) = 2
triggerall = power >= 3000 && var(17) = 0
triggerall = statetype = A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 50
triggerall = p2bodydist y >= 30
trigger1 = random < (ailevel * 100)*100
value = 203000

[State 0, Explosive Wave]
type = ChangeState
triggerall = var(4) = 0
triggerall = power >= 500 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = p2bodydist x = [-50,50]
triggerall = p2bodydist y = [-30,30]
trigger1 = random < (ailevel * 100)/2
trigger1 = ctrl
trigger1 = p2movetype = H
trigger2 = ctrl
trigger2 = p2movetype = A
trigger3 = (stateno = [120,155]) && inguarddist && random <= 15
value = 1000

[State 0, Gigantic Knuckle]
type = ChangeState
triggerall = var(4) = 1
triggerall = power >= 500 && var(17) = 0
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [30,150]
triggerall = p2bodydist y = [-30,30]
trigger1 = random < (ailevel * 100)/2
trigger1 = p2movetype = H
trigger2 = p2movetype = A
value = 21000

[State 0, Gigantic Claw]
type = ChangeState
triggerall = var(4) = 2
triggerall = power >= 500 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [0,60]
triggerall = p2bodydist y = [-30,30]
trigger1 = random < (ailevel * 100)
trigger1 = p2movetype = H
trigger2 = p2movetype = A
trigger3 = p2statetype = L
value = 201002

[State 0, Gigantic Charge]
type = ChangeState
triggerall = var(4) = 0
triggerall = power >= 1000 && var(17) = 0
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 250
triggerall = p2bodydist y = [-30,30]
trigger1 = random < (ailevel * 100)/4
trigger1 = p2statetype != L
value = 1100

[State 0, Eraser Shot Volley]
type = ChangeState
triggerall = var(4) = 1
triggerall = power >= 1000 && var(17) = 0
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 250
trigger1 = random < (ailevel * 100)/4
value = 21100

[State 0, Eraser Blow]
type = ChangeState
triggerall = var(4) = 2
triggerall = power >= 1000 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [0,150]
triggerall = p2bodydist y = [-30,30]
trigger1 = random < (ailevel * 100)
value = 201100

[State 0, Bloody Smash]
type = ChangeState
triggerall = var(4) = 0
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [0,30]
triggerall = p2bodydist y = [-30,30]
trigger1 = p2statetype != L
value = 1200

[State 0, Gigantic Stomp]
type = ChangeState
triggerall = var(4) = 1
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
trigger1 = p2bodydist x = [50,180]
trigger1 = p2bodydist y = [-50,50]
value = 21200

[State 0, Gigantic Hammer]
type = ChangeState
triggerall = var(4) = 2
triggerall = power >= 1000 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 100
triggerall = p2bodydist y = [-30,30]
trigger1 = random < (ailevel * 100)/4
trigger1 = p2statetype != L
value = 201200

[State 0, Eraser Bomb]
type = ChangeState
triggerall = !numhelper(1350) && !numhelper(13500) && !numhelper(13501)
triggerall = var(4) = 0
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 250
triggerall = p2bodydist y = [-150,150]
triggerall = p2statetype != L
trigger1 = random < (ailevel * 100)/3
value = 1300

[State 0, Trap Shooter]
type = ChangeState
triggerall = var(4) = 1
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 250
triggerall = p2bodydist y = [-150,150]
triggerall = p2statetype != L
trigger1 = random < (ailevel * 100)/3
value = 21300

[State 0, Planet Geyser]
type = ChangeState
triggerall = !numhelper(201330)
triggerall = var(4) = 2
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [50,100]
triggerall = p2bodydist y > 0
trigger1 = random < (ailevel * 100)*1.50
value = ifelse(pos y < 0,201301,201300)

[State 0, Full Power Energy Wave]
type = ChangeState
triggerall = var(4) = 0
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [250,600]
triggerall = p2bodydist y = [-50,50]
trigger1 = random < (ailevel * 100)/2
trigger1 = p2statetype != L
value = 1400

[State 0, Eraser Cannon]
type = ChangeState
triggerall = !numhelper(21410) && !numhelper(21411) && !numhelper(21412)
triggerall = var(4) = [1,2]
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [250,600]
triggerall = p2bodydist y = [-150,150]
trigger1 = random < (ailevel * 100)/2
value = 21400

[State 0, Omega Energy Wave Volley]
type = ChangeState
triggerall = var(4) = 0
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 250
triggerall = p2bodydist y = [-50,50]
trigger1 = random < (ailevel * 100)/2
value = 1500

[State 0, Omega Energy Wave Volley Air]
type = ChangeState
triggerall = var(4) = 0
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype = A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [0,250]
triggerall = p2bodydist y > 0
trigger1 = random < (ailevel * 100)/2
value = 1550

[State 0, Blaster Field]
type = ChangeState
triggerall = var(4) = 1
triggerall = power >= 1500 && var(17) = 0
triggerall = statetype != A
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 250
trigger1 = random < (ailevel * 100)/2
trigger1 = p2statetype != L
value = 21500

[State 0, Blaster Meteor]
type = ChangeState
triggerall = var(4) = 2
triggerall = var(2) = 0 && var(17) = 0
triggerall = power >= 1500
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [75,150]
trigger1 = random < (ailevel * 100)*1.25
value = 201500

[State 0, Powered Shell]
type = ChangeState
triggerall = var(2) = 0 && var(17) = 0 && var(3) = 0
triggerall = power >= 1600
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x >= 50
trigger1 = random < (ailevel * 100)/3
value = 1600

[State 0, Powered Shield]
type = ChangeState
triggerall = var(2) = 0 && var(17) = 0 && var(3) = 1
triggerall = power >= 1000
triggerall = statetype = S || statetype = A || statetype = C
triggerall = ailevel > 0 && roundstate = 2
triggerall = ctrl
triggerall = p2bodydist x = [0,150]
trigger1 = random < (ailevel * 100)/3 && p2movetype = A
value = 1700

;===============================================================================
; Super Armor
;-------------------------------------------------------------------------------
[State 0, NotHitBy]
Type = NotHitBy
Trigger1 = NumHelper(900)
Value = SCA
Time = 1
IgnoreHitPause = 1

[State 0, PlayerPush]
Type = PlayerPush
Trigger1 = NumHelper(900)
Value = 0
IgnoreHitPause = 1

[State 0, LifeAdd]
Type = LifeAdd
Trigger1 = NumHelper(900)
Trigger1 = !(Helper(900), Time) && RoundState = 2
Value = - Ceil(Helper(900), GetHitVar(Damage) * 0.8)
Kill = 1
Absolute = 1
IgnoreHitPause = 1

[State 0, Hit Palfx]
type = PalFX
Trigger1 = NumHelper(900)
Trigger1 = !(Helper(900), Time) && Helper(900), GetHitVar(Damage)
time = 20
add = 50,50,50
mul = 256,256,256
sinadd = 20,20,20,20
color = 256
ignorehitpause = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = var(17) = 1
value = SCA
time = -1
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != [1100,1101]
id = 667
ignorehitpause = 1

[State 0, SelfState]
type = SelfState
trigger1 = stateno != 66666 && var(17) = 1 && ctrl && roundstate = 2 && enemynear, alive
value = 66666

;-------------------------------------------------------------------------------

;===============================================================================
;---------------------------Estados usados Siempre------------------------------
;===============================================================================
[Statedef -3]

;-----------------
; Change Pallete
[State -2]
type = RemapPal
trigger1 = 1
source = 1,1
dest = 1,var(56)
ignorehitpause = 1
;-----------------

[State -3, Schizo list] ;In case you didn't understand, anti-lolicons are schizophrenic, and Z Broly is an Anti-Anti-Lolicon, that's why he's my favorite DBZ character!
type = VarSet
trigger1 = enemynear, name = "BestGamerReview" ;Babbery's old self-insert
trigger2 = enemynear, name = "The Mugen Alliance" ;BestGamerReview's Henchmen
trigger3 = enemynear, name = "Donald" && enemynear, authorname = "Your Worst Nightmare" ;Jaime Soto
trigger4 = enemynear, name = "BabberyTheDiaperGamer69" ;Babbery's current self-insert
trigger5 = enemynear, name = "Nekke" && enemynear, authorname = "ash" ;One of the many self-inserts of Austin, the furry hypocrite himself
trigger6 = enemynear, name = "Austin" ;One of the many self-inserts of Austin, the furry hypocrite himself
trigger7 = enemynear, name = "THIS CHARS AUSTIN" ;One of the many self-inserts of Austin, the furry hypocrite himself
trigger8 = enemynear, name = "Anti-Lolicon" && enemynear, authorname = "GigaChad" ;Babbery gomi edit lmaooooo
trigger9 = enemynear, name = "TRUEFINALMUGENBOSS" ;Halis, just another nobody who thinks he's hot shit even though he's just another incompetent and generic author who can't do anything good to the community, unlike me, he's completely worthless and is just one of the many disgusting pieces of shit from his own circlejerk.
trigger10 = enemynear, name = "ERRORDownBad" ;Narcissistic af attention seeking loser who thinks he wins any arguments despite being nothing but a puppet of any troll he cries about.
trigger11 = enemynear, name = "Pickyfanboy" ;Spoiled annoying prick obsessed with Nue vore, despite being a retarded anti-lolicon himself, he does actually sexually love some lolis himself like the hypocrite he is, oh and he also gains money by poorly coloring and stealing other people's artworks.
trigger12 = enemynear, name = "CDP445" ;Yet another schizo who can't differ fiction from reality.
trigger13 = enemynear, name = "Poyochan Type-Kirby" ;This pathetic slanderous schizo claims to be christian but he does not follow his own religion by constantly lying, trying to defame others based on nonsense he made up and etc. Pathetic sinner, that's what YOU are, Poyochan. This retard also has this fetish of projecting that I'm friends with people who I barely interact with and will treat me harshly if I do anything slightly inoffensive in their servers.(just like with everyone else at that), weird toxic shipping idiot.
trigger14 = enemynear, authorname = "Poyochan" ;This pathetic slanderous schizo claims to be christian but he does not follow his own religion by constantly lying, trying to defame others based on nonsense he made up and etc. Pathetic sinner, that's what YOU are, Poyochan. This retard also has this fetish of projecting that I'm friends with people who I barely interact with and will treat me harshly if I do anything slightly inoffensive in their servers.(just like with everyone else at that), weird toxic shipping idiot.
trigger15 = enemynear, authorname = "Poyomousy" ;This pathetic slanderous schizo claims to be christian but he does not follow his own religion by constantly lying, trying to defame others based on nonsense he made up and etc. Pathetic sinner, that's what YOU are, Poyochan. This retard also has this fetish of projecting that I'm friends with people who I barely interact with and will treat me harshly if I do anything slightly inoffensive in their servers.(just like with everyone else at that), weird toxic shipping idiot.
trigger16 = enemynear, authorname = "BestGamerReview" ;Kill Babbery's shit because why not lol
trigger17 = enemynear, authorname = "ValleryTheNepGamer96" ;Kill Babbery's shit because why not lol
trigger18 = enemynear, authorname = "Torneo Mugen" ;He's a schizo iirc, at least from what I saw in his server
var(17) = 1
ignorehitpause = 1

[State 0, LifeSet]
type = LifeSet
trigger1 = var(17) = 1
value = lifemax
ignorehitpause = 1

[state -2]
type = TargetLifeAdd
Trigger1 = var(17) = 1
value=-999999999999999999999999999999999999999999999999999999999999999999999999999999999
kill = 1
absolute = 1
ignorehitpause=1
supermovetime = 2147483647
pausemovetime = 2147483647

[State 24123, 2]
type = Projectile
trigger1 = var(17) = 1
priority = 999, Hit
projremove = 0
projremovetime = 2
projhits = 999999
projmisstime = 0
projanim = 7776
projid = 24123
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 0,0
velocity = 0.0          ;˕̃Xs[h
attr = S, NA
damage   = 70,70
animtype = medium
sparkno = -1
hitflag = MAFDPLH
hitsound   = -1
pausetime = 0, 22             ;U𓖂Ă̎Ƒ̍dԁi,j
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 1
;fall.damage = 99999999999
p2stateno = 7500
ignorehitpause = 1

[State 4001, throw]
type=targetstate
Trigger1 = var(17) = 1
value=42732
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State 601]
type = reversaldef
Trigger1 = var(17) = 1
Reversal.Attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
priority = 7, hit
sparkno = -1
hitsound = -1
pausetime = 2, 30
P2Stateno = 42732
HitFlag = MAFDP
ignorehitpause = 1
SuperMoveTime = 999999
PauseMoveTime = 999999

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = 1+fvar(2)-fvar(3)
ignorehitpause = 1

[State 0, DefenceMulSet]
type = DefenceMulSet
trigger1 = var(4) = [0,1]
value = 1
ignorehitpause = 1

[State 0, DefenceMulSet]
type = DefenceMulSet
trigger1 = var(4) = 2
value = 0.9
ignorehitpause = 1

[State 0, HELPER ESCALA]
type = Helper
trigger1 = NUMHELPER(999999) = 0
helpertype = normal
name = "HELPER ESCALA"
ID = 999999
stateno = 999999
pos = 9999,9999
postype = P1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 999999
pausemove = 999999
supermovetime = 999999
pausemovetime = 999999

;===============================================================================
; Suelo Roto:
;-------------------------------------------------------------------------------
[State 0, Helper]
type = Helper
triggerall = numhelper(200272) = 0
trigger1 = p2stateno = 200271
trigger1 = enemy,time < 5
helpertype = normal
name = "Suelo Roto"
ID = 200272
stateno = 200272
pos = 0,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermove = 999
supermovetime = 999
pausemove = 999
pausemovetime = 999

[State 0, Helper]
type = Helper
triggerall = numhelper(200368) = 0
trigger1 = p2stateno = 200367
helpertype = normal
name = "Suelo Roto"
ID = 200368
stateno = 200368
pos = 0,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
supermove = 999
supermovetime = 999
pausemove = 999
pausemovetime = 999

[State 0, Helper]
type = Helper
triggerall = numhelper(6776) = 0
trigger1 = p2stateno = 6769
helpertype = normal
name = "Smashed Ground"
ID = 6776
stateno = 6776
pos = 0,0
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 0, Andando // Corriendo]
type = PlaySnd
triggerall = stateno = 20 && (var(4) = [0,1])
trigger1 = animelem = 2 || animelem = 5
value = S20,0
volume = 999

[State 0, Andando // Corriendo]
type = PlaySnd
triggerall = stateno = 20 && var(4) >= 2
trigger1 = animelem = 2 || animelem = 5
value = S20,1
volume = 999
;===============================================================================
; Pared Rota // Polvo en P2:
;-------------------------------------------------------------------------------
[State 0, Helper]
type = Helper
triggerall = numhelper(1170) = 0
trigger1 = p2stateno = 1103
helpertype = normal
name = "Pared Rota"
ID = 1170
stateno = 1170
pos = 0,-30
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
;-------------------------------------------------------------------------------
[State 0, Helper]
type = Helper
triggerall = numhelper(1175) = 0
trigger1 = p2stateno = 1102
helpertype = normal
name = "Polvo en P2"
ID = 1175
stateno = 1175
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
;===============================================================================
; Pared Rota:
;-------------------------------------------------------------------------------
[State 0, Helper]
type = Helper
triggerall = numhelper(1270) = 0
trigger1 = p2stateno = 201206
trigger1 = enemy,time < 5
helpertype = normal
name = "Pared Rota"
ID = 1270
stateno = 201270
pos = 0,-30
postype = p2
facing = 1
keyctrl = 0
ownpal = 0
supermove = 999
supermovetime = 999
pausemove = 999
pausemovetime = 999
;===============================================================================
; Pared Rota:
;-------------------------------------------------------------------------------
;===============================================================================
; Powered Shell:
;-------------------------------------------------------------------------------
[State 0, NotHitBy]
type = NotHitBy
trigger1 = var(2) = 1
value = SA,SP,ST,HA,HP,HT
time = 10
ignorehitpause = 1

[State 0, Over Power - Shield Mode]
type = Helper
triggerall = numhelper(1380)= 0
triggerall = stateno != 500
trigger1 = var(2) = 1
helpertype = normal
name = "Shield Escudo Invisible"
ID = 1380
stateno = 1380
pos = 0,0
postype = P1
ignorehitpause = 1
supermove = 999999
pausemove = 999999
supermovetime = 999999
pausemovetime = 999999

[State 0, VarSet]
type = VarSet
trigger1 = roundstate = [0,1]
var(2) = 0
ignorehitpause = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(2) = 1
flag = nostandguard
flag2 = noairguard
flag3 = nocrouchguard
ignorehitpause = 1
;===============================================================================
; Restrained Base / Restrained SSJ1:
;-------------------------------------------------------------------------------
[State 0, VarSet, Apariencia]
type = VarSet
trigger1 = var(3) = 1 && var(4) = 0
v = 11
value = 90000

[State 0, VarSet, Apariencia]
type = VarSet
trigger1 = var(3) = 1 && var(4) = 1
v = 11
value = 900000

[State 0, VarSet]
type = VarSet
trigger1 = var(4) >= 2
v = 3
value = 0

[State 0, 1]
type = ChangeAnim
trigger1 = (var(4) = 0 && Anim = 5 && var(3) = 1)
value = 90005

[State 0, 1]
type = ChangeAnim
trigger1 = (var(4) = 0 && Anim = 6 && var(3) = 1)
value = 90006

[State 0, 1]
type = ChangeAnim
trigger1 = (var(4) = 1 && Anim = 5 && var(3) = 1)
value = 900005

[State 0, 1]
type = ChangeAnim
trigger1 = (var(4) = 1 && Anim = 6 && var(3) = 1)
value = 900006
;===============================================================================
; SSJ1:
;-------------------------------------------------------------------------------
[State 0, VarSet - SSJ1]
type = VarSet
trigger1 = NumHelper(4648) = 1
v = 4
value = 1

[State 0, VarSet - SSJ1]
type = VarSet
trigger1 = NumHelper(4649) = 1
v = 4
value = 0

[State 0, VarSet, Apariencia]
type = VarSet
trigger1 = var(3) = 0 && var(4) = 1
v = 11
value = 10100

[State 0, Aura Permanente SSJ1]
type = Helper
triggerall = alive
triggerall = var(4) = 1
triggerall = !loseko
trigger1 = numhelper(460) = 0
name = "Aura Permanente SSJ1"
ID = 460
stateno = 460
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, 1]
type = ChangeAnim
trigger1 = (var(4) = 1 && Anim = 5 && var(3) = 0)
value = 10105

[State 0, 1]
type = ChangeAnim
trigger1 = (var(4) = 1 && Anim = 6 && var(3) = 0)
value = 10106
;===============================================================================
; LSSJ1:
;-------------------------------------------------------------------------------
[State 0, VarSet - LSSJ1]
type = VarSet
trigger1 = NumHelper(4650) = 1
v = 4
value = 2

[State 0, VarSet - LSSJ1]
type = VarSet
trigger1 = NumHelper(4651) = 1
v = 4
value = 0

[State 0, VarSet, Apariencia]
type = VarSet
trigger1 = var(4) = 2
v = 11
value = 200000

[State 0, VarSet, Apariencia]
type = VarSet
trigger1 = var(4) = 2 && Life <= LifeMax/3
v = 19
value = 10000

[State 0, VarSet, Apariencia]
type = VarSet
trigger1 = var(4) = 2 && Life > LifeMax/3
trigger2 = var(4) != 2
v = 19
value = 0

[State 0, Aura Permanente LSSJ1]
type = Helper
triggerall = alive
triggerall = var(4) = 2
triggerall = !loseko
trigger1 = numhelper(560) = 0
name = "Aura Permanente LSSJ1"
ID = 560
stateno = 560
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999

[State 0, PowerAdd]
type = PowerAdd
triggerall = alive
trigger1 = var(4) = 2
value = 1

[State 0, 1]
type = ChangeAnim
trigger1 = (var(4) = 2 && Anim = 5)
value = 200005+var(19)

[State 0, 1]
type = ChangeAnim
trigger1 = (var(4) = 2 && Anim = 6)
value = 200006+var(19)
;===============================================================================
; LSSJ2:
;-------------------------------------------------------------------------------
[State 0, VarSet - LSSJ2]
type = VarSet
trigger1 = NumHelper(4750) = 1
v = 4
value = 3

[State 0, VarSet - LSSJ2]
type = VarSet
trigger1 = NumHelper(4751) = 1
v = 4
value = 0

[State 0, VarSet, Apariencia]
type = VarSet
trigger1 = var(4) = 3
v = 11
value = 300000

[State 0, Aura Permanente LSSJ2]
type = Helper
triggerall = alive
triggerall = var(4) = 3
trigger1 = numhelper(760) = 0
helpertype = normal
name = "Aura Permanente LSSJ2"
ID = 760
stateno = 760
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermove = 999
supermovetime = 999
pausemove = 999
pausemovetime = 999

[State 0, PowerAdd]
type = PowerAdd
triggerall = alive
trigger1 = var(4) = 3
value = 2
;-------------------------------------------------------------------------------
; COMUNES:
[State -3, VarSet,Apariencia]
type = VarSet
trigger1 = var(4) = 0 && var(3) = 0
v = 11
value = 0
;-------------------------------------------------------------------------------
; FVARS:
;-------------------------------------------------------------------------------
[State 0, VarSet]
type = VarSet
trigger1 = var(3) = 0
fv = 3
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = var(3) = 1 ; Base (Restrained), RSSJ1
fv = 3
value = .35

[State 0, VarSet]
type = VarSet
trigger1 = var(4) = 0 ; Base
fv = 2
value = .5

[State 0, VarSet]
type = VarSet
trigger1 = var(4) = 1 ; SSJ1
fv = 2
value = .6

[State 0, VarSet]
type = VarSet
trigger1 = var(4) = 2 ; LSSJ1
fv = 2
value = .7

[State 0, VarSet]
type = VarSet
trigger1 = var(4) = 3 ; LSSJ2
fv = 2
value = .8
;-------------------------------------------------------------------------------
; Sonidos Comunes:
;-------------------------------------------------------------------------------
[State 0, Saltando]
type = PlaySnd
triggerall = stateno = 40
trigger1 = Time = 1
value = S40,1
volume = 55
channel = -1

[State 0, Super Jump]
type = PlaySnd
triggerall = stateno = 80
trigger1 = Time = 1
value = S60,1
volume = 55
channel = -1

[State 0, Land]
type = PlaySnd
triggerall = stateno = 52 && (var(4) = [0,1])
trigger1 = time = 1
value = S20,0
volume = 999

[State 0, Land]
type = PlaySnd
triggerall = stateno = 52 && var(4) >= 2
trigger1 = time = 1
value = S20,1
volume = 999

[State 0, Run]
type = PlaySnd
triggerall = stateno = 60||stateno = 70
trigger1 = time = 1
value = S40,2
volume = 999

[State 0, RemoveExplod]
type = RemoveExplod
TRIGGERALL = stateno != 500 && stateno != 3000 && stateno != 191 && stateno != 700 && stateno != 23000 && stateno != 800 && stateno != 202900 && stateno != 203000
trigger1 = time = 1
id = 535

[State 0, RemoveExplod]
type = RemoveExplod
TRIGGERALL = stateno != 500 && stateno != 3000 && stateno != 191 && stateno != 700 && stateno != 23000 && stateno != 800 && stateno != 202900 && stateno != 203000
trigger1 = time = 1
id = 550

[State 0, StopSnd]
type = StopSnd
TRIGGERALL = stateno != 500 && stateno != 3000 && stateno != 191 && stateno != 700 && stateno != 23000 && stateno != 800 && stateno != 202900 && stateno != 203000
trigger1 = time = 1
channel = 1

[State 0, StopSnd]
type = StopSnd
TRIGGERALL = stateno != 500 && stateno != 3000 && stateno != 191 && stateno != 700 && stateno != 23000 && stateno != 800 && stateno != 202900 && stateno != 203000
trigger1 = time = 1
channel = 2

[State 0, StopSnd]
type = StopSnd
TRIGGERALL = stateno != 500 && stateno != 3000 && stateno != 191 && stateno != 700 && stateno != 23000 && stateno != 800 && stateno != 202900 && stateno != 203000
trigger1 = time = 1
channel = 3

[State 0, Golpeado]
type = PlaySnd
trigger1 = movetype=H && (stateno!=[0,155]) && !time && HitOver=0 && random%3=0
value = 5000,ifelse(random < 500,1,ifelse(random < 500,2,3))

[State 0, Solucion Stand Aire]
type = ChangeState
triggerall = stateno = 0||stateno = 20
trigger1 = pos y < 0
value = 50
ctrl = 1
