[Statedef 1911 - Doctor Strange Intro Helper]
type    = A
movetype= H
physics = N
velset = 0,-2

[State 806, ChangeAnim]
type = ChangeAnim
trigger1 = (Time = [0,10]) && (SelfAnimExist(5060))
value = 5060

[State 821, ?????????]
type = ChangeState
trigger1 = time = 51
value = 1912

[Statedef 1912]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 0, 1]
type = Explod
trigger1 = time = 0
anim = 4053
pos = 20,-100
postype = p1
bindtime = -1
ID = 802
sprpriority = 5
removeongethit = 1
ignorehitpause = 0
ontop = 1
ownpal = 1

[State 801, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s12,8

[State 33083, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 9999

[State 33083, ScreenBound]
type = ScreenBound
trigger1 = time < 16
value = 0
movecamera = 0,0

[State 33083, Explod]
type = Explod
trigger1 = time = 0
anim = 5000
ID = 330831
pos = 0,0
postype = p1
bindtime = 1
vel = 2,0
removetime = 14
scale = 1,1
sprpriority = 13
ownpal = 1
removeongethit = 1

[State 33083, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 330831
scale = .95,1

[State 33083, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 330831
scale = .75,1

[State 33083, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 330831
scale = .66,1

[State 33083, ModifyExplod]
type = ModifyExplod
trigger1 = time = 10
ID = 330831
scale = .33,1

[State 33083, ModifyExplod]
type = ModifyExplod
trigger1 = time = 12
ID = 330831
scale = .15,1

[State 33083, ModifyExplod]
type = ModifyExplod
trigger1 = time = 14
ID = 330831
scale = .05,0.33

[state 33083]
type = posSet
trigger1 = time = 20
y = -300

[state 0]
type = DestroySelf
trigger1 = time >= 50

[Statedef 1145 - Bolo]
type    = U
movetype = H
physics = N
sprpriority = 1
ctrl = 0
velset = 0,0

[state changestate]
type = changestate
trigger1 = statetype = A
value = 1146

[state changeanim2]
type = changeanim2
trigger1 = time = 0
value = 1142

;---------------------[o]
[state selfstate]
type = selfstate
trigger1 = time = 80
value = 0
ctrl = 1



;---------------------------------------------------------------------------
; (HELPER)ĂH
[Statedef 1146]
type    = A
movetype = H
physics = N
sprpriority = 1
ctrl = 0
velset = 0,0

[state changeanim2]
type = changeanim2
trigger1 = time = 0
value = 1143

;---------------------[x]
[state veladd]
type = veladd
trigger1 = 1
y = 0.4

;---------------------[o]
[state changestate]
type = changestate
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 1147

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 1147]
type    = A
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State Posadd]
type = Posadd
trigger1 = Time = 1
x = -8

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 1148

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 1148]
type    = A
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State velset]
type = velset
trigger1 = Time = 0
x = 0
y = -5

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .23

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = selfstate
value = 5110

[statedef 7715]
movetype= h
physics = n
velset = 0,0
ctrl = 0

[state 710,1]
type = selfstate
trigger1 = time = 0 && pos y >= 0 && command != "holddown"
value = 5000

[state 710,2]
type = selfstate
trigger1 = time = 0 && pos y >= 0 && command = "holddown"
value = 5010

[state 710,3]
type = statetypeset
trigger1 = time = 1
statetype = a

[state 710,4]
type = changeanim
trigger1 = 1
value = 5012

[state 710,5]
type = changestate
trigger1 = hitshakeover
value = 7716
;---------------------------------------------------------------------------
; aerial raved b
[statedef 7716]
type    = a
movetype= h
physics = n
ctrl = 0

[state 711, 1]
type = veladd
trigger1 = 1
y = 0.5

[state 711, 2]
type = hitvelset
trigger1 = time = 0
x = 1
y = 1

[state 711, 3]
type = changestate
trigger1 = animtime = 0 || time >= 10
value = 7717

[state 711, 4]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1

[state 711, 2]
type = changeanim
trigger1 = selfanimexist(5060) && anim != 5060
value = 5060

[state 711, 6]
type = changestate
trigger1 = pos y >= 10 && vel y > 0
value = 328
;---------------------------------------------------------------------------
; aerial raved c
[statedef 7717]
type    = a
movetype= h
physics = n
ctrl = 0

[state 712, 1]
type = veladd
trigger1 = 1
y = 0.5

[state 712, 2]
type = changeanim
trigger1 = selfanimexist(5060) && anim != 5060
value = 5060

[state 712, 3]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1

[state 712, 3]
type = changestate
trigger1 = pos y >= 10 && vel y > 0
value = 328

[statedef 328]
type    = l
movetype= h
physics = n

[state 328, envshake]
type = Fallenvshake
trigger1 = time = 0

[state 328, 1] ;for hit Up/Up-diag type (from state 5081)
type = changeanim
persistent = 0
trigger1 = selfanimexist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[state 328, 2] ;hit ground anim (normal)
type = changeanim
triggerall = time = 0
triggerall = anim != [5110,5119] ;not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !selfanimexist(5170 + (anim % 10))
value = 5170

[state 328, 3] ;hit ground anim (for hit Up)
type = changeanim
triggerall = time = 0
triggerall = anim != [5110,5119] ;not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = selfanimexist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[state 328, 4]
type = hitfalldamage
trigger1 = time = 0

[state 328, 5]
type = posset
trigger1 = time = 0
y = 0

[state 328, var]
type = varset
trigger1 = time = 0
trigger1 = gethitvar(fall.yvel) != 0
sysvar(1) = Floor(vel y)

[state 328, 6]
type = playsnd
triggerall = prevstateno != [715,720]
trigger1 = time = 0 && !sysvar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[state 328, 6]
type = playsnd
triggerall = prevstateno = 720
trigger1 = time = 0 && !sysvar(0)
value = s20, 7

[state 328, 8]
type = velset
trigger1 = 1
x = 0
y = 0

[state 328, 9] ;for hit Up type
type = changeanim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = selfanimexist(5110 + (anim % 10))
trigger1 = animtime = 0
trigger2 = sysvar(0) ;sysvar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[state 328, 10] ;for normal
type = changeanim
persistent = 0
triggerall = anim != [5111,5119]
trigger1 = animtime = 0
trigger2 = sysvar(0) ;sysvar(0) = 1 avoids hit ground Frame
value = 5110

[state 328, 11] ;if just Died
type = selfstate
triggerall = !alive
trigger1 = animtime = 0
trigger2 = sysvar(0) ;sysvar(0) = 1 avoids hit ground Frame
trigger3 = anim = [5110,5119]
value = 5150

[state 328, 12]
type = varset
trigger1 = sysvar(0)
trigger1 = time = 0
sysvar(0) = 0

[state 328, 13] ;friction
type = velmul
trigger1 = 1
x = 0.85

[state 328, 14]
type = ForcefeeDBack
trigger1 = alive
trigger1 = time = 0
time = 8
ampl = 240
waveform = sine

[state 328, 15]
type = ForcefeeDBack
trigger1 = !alive
trigger1 = time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[state 328,16]
type = playerpush
trigger1 = 1
value = 0

[state 328,17]
type = nothitby
trigger1 = time = 0
value = sca, aa, ap, at, na, np, nt, sa, sp, st, ha, hp, ht
time = 0
ignorehitpause = 1

[state 250,13]
type = envshake
trigger1 = time = 0 && prevstateno = 720
persistent = 0
time = 15
freq = 70
ampl = -4

[state 328,18]
type = selfstate
trigger1 = alive && time = 60
value = 5120

[Statedef 6215]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = ChangeAnim
trigger1 = Anim != 5030 && anim!=6215;[5000, 5199]
trigger1 = SelfAnimExist(5030)
value = 5030

[State 5030, 1]
type = ChangeAnim2
trigger1 = Anim != 5030 && anim!=6215;[5000, 5199]
trigger1 = !SelfAnimExist(5030)
value = 6215

[State 5030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = time>=5
value = 6216 ;Air get-hit (transition)

[State 5210, 3]
type = NotHitBy
trigger1 = vel y > 0 ;Peak of Launch
trigger1 = alive
value2 = SCA
time = 21

[State 5035, 3]
type = SelfState
;triggerall = !HitFall
trigger1 = vel y > 0 ;Peak of Launch
value = cond(alive=0,5050,5210)

;---------------------------------------------------------------------------
; Launcher State
[Statedef 6216]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
trigger1 = anim != 6215
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5210, 3]
type = NotHitBy
trigger1 = vel y >= 0 ;Peak of Launch
trigger1 = alive
value2 = SCA
time = 21

[State 5035, 3]
type = SelfState
;triggerall = !HitFall
trigger1 = vel y >= 0 ;Peak of Launch
value = cond(alive=0,5050,5210);value = 5210 ;Air get-hit (recovering in air, not falling)

[Statedef 470]
type    = A
movetype= H
physics = N
velset = 0,0
     
[State 5070, 1]
type = ChangeAnim
trigger1 = 1
value = 5070
     
[State 5070, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 471
     
[Statedef 6110]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56))

[State 5110, 7]
type = Explod
trigger1 = Time = 0
trigger1 = !SysVar(0)
anim = F(60 + (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56)))
pos = 0, 0
sprpriority = ifelse (sysvar(1) <= Const720p(56), -10, 10)
postype = p1

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14] ;Friction
type = VelSet
trigger1 = abs(Vel x) < Const(movement.down.friction.threshold)
persistent = 0
x = 0

[State 5110, 15]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 16]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

[State 6110, SS]
type = selfstate
trigger1 = alive
trigger1 = time >= 11
value = 5120

;---------------------------------------------------------------------------
; CUSTOM TRIP2 (fall through air) (Modded)
[Statedef 471]
type    = A
movetype= H
physics = N
     
[State 5071, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1
     
[State 5071, 2] ;Acceleration
type = VelAdd
trigger1 = 1
y = 0.7;GetHitVar(yaccel)
     
[State 5071, 3] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 15
type = changestate;SelfState
value = 6110;5110

[Statedef 5085]
type= A
physics= N
movetype= H
velset= 0, 0
facep2= 1

[State 5085, P]
type = null;pause 
trigger1 = time = 0
time = 120

[State 5025, HFS]; Resets the fall parameter, so that the opponent will not fall on his back
type= hitfallset
trigger1= 1
value= 0

[State 5085, CS]
type = changestate
trigger1 = pos y
value = 5086

[State 5025, End]; Sends opponent back to his own states
type= selfstate
trigger1= pos y = 0
value= 5000;ifelse(pos y, 5020, 5000)

;---------------------------------------------------------------------------
; CUSTOM AIR-HIT (shaking) (Modified)
[Statedef 5086] ;Modified 5020
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 5087;5030

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; Air get-hit (knocked away)
[Statedef 5087];5030
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = ChangeAnim
trigger1 = Anim != [5000, 5199]
trigger1 = SelfAnimExist(5030)
value = 5030

[State 5030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 4]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= Const(movement.air.gethit.groundlevel)
value = 5089;40 ;HITA_RECOV

[State 5030, 5]
type = selfState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= Const(movement.air.gethit.groundlevel)
value = 5050 ;HITA_FALL

[State 5030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 5088;5035 ;Air get-hit (transition)

;---------------------------------------------------------------------------
; Air get-hit (transition)
[Statedef 5088]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, CA]
type = changeanim
triggerall = anim!=5040
triggerall = !hitfall
trigger1 = anim=5035 && animtime=0
trigger2 = time=0 && anim!=5035
value = 5040

[State 5035, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= Const(movement.air.gethit.groundlevel)
value = 5089 ;Air get-hit (recovering in air, not falling)

[State 5035, 4]
type = SelfState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= Const(movement.air.gethit.groundlevel)
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5050 ;Air get-hit (falling)

;---------------------------------------------------------------------------
; Air get-hit (recovering in air, not falling)
[Statedef 5089] ;Modified 5040
type    = A
movetype= H
physics = N

[State 5040, 1]
type = selfState
trigger1 = !Alive
value = 5050
ctrl = 0

[State 5070, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5040, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim != 5040
trigger2 = Time = 0
trigger2 = Anim != 5035 && anim!=5040
value = 5040

[State 5040, 4]
type = StateTypeSet
trigger1 = HitOver
movetype = I

[State 5040, 5]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5040, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52 ;Jump land
ctrl = 1

;-------------------------------------------------------------
;INITIALIZE
[Statedef 5900]
type = S

;__________________________________________________________________________
;==========================================================================
;__________________________________________________________________________
[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
value = 0
[state 5900, Reset Variables]
type = varrangeset
trigger1 = !roundsexisted && matchno = 1
fvalue = 0
;__________________________________________________________________________
;==========================================================================
;__________________________________________________________________________











___________________________________________________________________________
;Change the value number to 0 if you do not want Palette Selector on Intro
;Change the value number to 1 if you do want Palette Selector on Intro
;Default value is 1.
;===========================================================================
; Deadpool Bullet Shell's
[State 5900, Bullet Shell's]
type = VarSet
trigger1 = 1
v = 28
value = 1
___________________________________________________________________________
;Change the value number to 0 if you do not want bullet shell's
;Change the value number to 1 if you want the bullet shell's in deadpool
;Default value is 1.
;===========================================================================
; POT's Style Hitsparks
[State 5900, POT's Style Hitsparks]
type = VarSet
trigger1 = 1
v = 43
value = 1
___________________________________________________________________________
;Change the value number to 0 if you do not want POT's style hitsparks
;Change the value number to 1 if you want the POT's style hitsparks
;Change the value number to 2 if you want multi-colored POT's style hitsparks-Only 1.0 or higher
;Default value is 0.
;===========================================================================
; POT's Style Hit Sounds
[State 5900, POT's Style Hit Sounds]
type = VarSet
trigger1 = 1
v = 44
value = 1
___________________________________________________________________________
;Change the value number to 0 if you do not want POT's style hitsounds
;Change the value number to 1 if you want the POT's style hitsounds
;Default value is 0.
;===========================================================================
___________________________________________________________________________
;Change the value number to 0 if you do not want chain comboing
;Change the value number to 1 if you want chain comboing
;Change the value number to 2 if you want chain comboing and Air Comboing
;Default value is 1.
;===========================================================================
; Deadpool 4th Wall Health Bar Code
[State 5900, Health Bar]
type = VarSet
trigger1 = 1
v = 24
value = 4

;Don't change it. I fucked up a lot here. No special Health Bar for now until updates.

;===========================================================================

[State 5900, Varset]
type = Varset
trigger1 =1
var(29)=0
persistent=0
 

[State 5900, intro VS Jason Todd]
type=changestate
triggerall = numenemy
triggerall = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger1 = enemynear, name = "Jason Todd" && enemynear,authorname="Mr.Giang"
value=192

[State 5900, intro VS Jason Todd]
type=changestate
triggerall = numenemy
triggerall = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger1 = enemynear, name = "Punisher" && enemynear,authorname="Mr.Giang"
value=19120

[State 5900, Intro SF]
type = changestate
triggerall = numenemy
triggerall = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger1 = enemy, name = "Ryu" || enemy, name = "cvsryu" || enemy, name = "Evil Ryu"
trigger2 = enemy, name = "Ken" || enemy, name = "cvsken" || enemy, name = "Ken Master" || enemy, name = "Violent Ken"
trigger3 = enemy, name = "Akuma" || enemy, name = "Shin Akuma"
trigger4 = enemy, name = "Gouken"
trigger5 = enemy, name = "Vega" || enemy, name = "cvsvega"
trigger6 = enemy, name = "M.Bison" || enemy, name = "M. Bison" || enemy, name = "CvSBison"
trigger7 = enemy, name = "Sagat"
trigger8 = enemy, Name = "Chun-Li" || enemy, Name = "cvschunli" || enemy, Name = "Chunli"|| enemy, Name = "Chun li"
trigger9 = enemy, Name = "Honda" || enemy, Name = "E.Honda"
trigger10 = enemy, Name = "Cammy" || enemy, Name = "cvscammy"
trigger11 = enemy, Name = "Dhalsim" || enemy, Name = "RajaaDhalsim"
trigger12 = enemy, Name = "Zangief"
trigger13 = enemy, Name = "Balrog"
trigger14 = enemy, Name = "Blanka"
trigger15 = enemy, Name = "Guile"||enemy, Name = "cvsguile"
value = 193

[State 5900, intro VS Batman]
type=changestate
triggerall= numenemy
trigger1 = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger1 = enemy, name = "Batman" || enemy, name = "RajaaBatman" || partner,name = "Batman"
value=194

[State 5900, intro VS Cap]
type=changestate
triggerall= numenemy
trigger1 = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger1 = enemy, name = "Captain America"
value=1888

[State 5900, intro VS Wolverine]
type=changestate
triggerall= numenemy
trigger1 = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger1 = enemy, name = "Wolverine"
value=197

[State 5900, intro VS Strange]
type=changestate
triggerall= numenemy
trigger1 = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger1 = enemy, name = "Doctor Strange" && enemy,authorname="Mr.Giang"
value=1910

[State 5900, intro VS Hulk]
type=changestate
triggerall= numenemy
trigger1 = roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger1 = enemy, name = "Hulk" && enemy,authorname="Mr.Giang"
value=1930

[State 5900, intro VS Cable]
type=changestate
trigger1= numenemy
trigger1= !roundsexisted && !(enemy,roundsexisted)
trigger1= !(teammode=simul) && !(enemy,teammode=simul)
trigger1=enemy,authorname="Infinite"&&enemy,name="Cable"
value=198

[State 5900, intro VS Magneto]
type=changestate
triggerall= numenemy
trigger1= roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger1=enemy, Name="Magneto"||enemy, Name="MvC2Magneto"||enemy, Name="Magneto(MC2)"
value=199

[State 5900, intro with Colossus]
type=changestate
triggerall= numpartner
trigger1= roundno = 1
trigger1=partner, Name="Colossus" && partner,authorname = "Mr.Giang"
value=1940

[State 5900, intro with Venom]
type=changestate
trigger1= numpartner
trigger1= roundno = 1
trigger1=partner, Name="Venom"
trigger2= numenemy
trigger2= roundno = 1 || (!(enemy, roundsexisted) && !(teammode = simul) && !(enemy, teammode = simul))
trigger2=enemy, Name="Venom"
value=1888

[State 5900, Turns Intro]
type = ChangeState
trigger1 = TeamMode = Turns
trigger1 = !RoundsExisted && RoundNo >= 2
value = 6900

[State 5900, Intro Decider]
type = ChangeState
trigger1 = RoundNo = 1
value = 190+random%2

[State 5900, End]
type = ChangeState
trigger1 = 1
value = 0
