;Info + Movelist
[Statedef -3]
;===================================================================================================================================================================
;M.U.G.E.N - Bamberly (from FNF: Popcorn Edition)
;Created by Alexander Cooper 19, original character made by Ctiles
;(Don't remove this file, as it will break the character.)

;Note: this character is a powerful grappler boss archetype
;if you are looking for balance don't bother adding this to your roster lol
;===================================================================================================================================================================
;Permissions

;Reprint - Feel Free to reprint this character on any platform, just make sure to give credit.
;Edit - feel free to if you like.
;===================================================================================================================================================================
;Core details

;Power: 2 bars (2000)
;Health: 50 hit points (basically she can tank 50 hits no matter how powerful an opponents move is unless its from a supernull or higher tiers, after that she's defeated)
;Strengths: always has super armor on some of her moves, can deal ludicrous amounts of damage, decent zoning tools, very powerful command grabs, very tanky
;Weeknesses: can't block normally, big hurtbox, mediocre mobility without Iced Tea Mode, terrible air normals (besides for one), can't obtain power normally

;AI Difficulty: Insane (you can change the AI Difficulty in her .CMD file to lower the difficulty, default is 10)
;Number of buttons: 6 (+1 if you count taunt)
;Compatible with: Every version of Mugen (WinMugen, WinMugen Plus, 1.0 and 1.1. not made for Ikemen)
;Resolution: 240p Standard Screen. Not sutible for widescreen
;===================================================================================================================================================================
;Basic Information

;Bamberly is an original character created by Cotiles made for a mod called Popcorn Edition which is heavily inspired by Baldis Basics with a little bit of Dave and Bambi mixed in.
;Shes part of a group called "The Stylish Gods" with her being the youngest member, the group consist of her, Bamburai and Banjex and is also currently dating Bamburai as well
;along with that she is an internet influencer and artist that likes cats and iced tea

;for more info check below
;Bamberly's entry on the Popcorn Edition wiki: https://fridaynightfunking.fandom.com/wiki/FNF:_Popcorn_Edition/Characters#Bamberly
;===================================================================================================================================================================
;Palettes

;Bamberly has 12 palettes, all of them are refrences to other Popcorn Edition characters (besides for Pal 11 and Pal 12), the hidden palettes can be accessed by
;pressing any button while holding start. she has no special palette modes
;===================================================================================================================================================================
;Pal1 = Default (Bamberly)
;Pal2 = Banjex
;Pal3 = Bamburai
;Pal4 = Dandi
;Pal5 = Balde [Scrapped]
;Pal6 = Bampal
;Pal7 = Hashley
;Pal8 = Banzack
;Pal9 = Bambeez
;Pal10 = Otos
;Pal11 = Neoshira
;Pal12 = Ctiles
;===================================================================================================================================================================
;Movelist and General Tips

;===============
;Basics
;===============

;Stylish Stunner (Grab): - y+z
;(tip: only works on the ground, can be used to put opponents into dizzy and has great grab range. has an alternate version when holding back as you do it)

;Chair Spin Dodge: - hold left or right, c 
;(tip: only works on the ground, really good for if your low on health and can't afford to take more hits)

;Spot Dodge (+ counter) - c
;(tip: to counter you have to press it right as someone hits you, otherwise it acts like a normal spot dodge)

;Assist Bamburai - a
;(tip: can be summoned at any time for additional pressure, very useful in combos. after use it goes under 20 second cooldown)

;Air Dodge: c (while in the air)
;(tip: works just like SSBM Air dodge you can dodge in all directions. isn't practical for Bamberly though but it exists nonetheless)

;========================
;Specials (ground only)
;========================

;Bomb Breaker - Down, Forward, x 
;(tip: Combo throw, you can combo most of your normals into it and can be used as a combo ender. can also grab both grounded and airborn opponents even when they are in hurt state)

;Stylish Piledriver - all directions (360 Input), x
;(tip: You can steer the direction of the Piledriver in the air by holding right or left, with this you can put them in corners)

;Brobgonal Plushie - Down, Back, y
;(tip: stay away from it or keep a safe distance after placed as it can do damage to you too, after use it goes under 8 second cooldown)

;Anti-Air Spinebreaker - Forward, Down, Forward, y
;(tip: you can use this move for needed mobility as it has great horizontal and vertical reach when holding right. grab itself only works on airborn opponents)

;Karate Kicks - Down, Back, z
;(tip: if you land the very last hit of the attack without the kicks before it you can make it less laggy but its unlikely. Bomb breaker can also combo into it in the corner though its a tight link)

;Popcorn Toss - Down, Forward, z 
;(tip: its better to use this at point blank range since it does more damage but if needed you can change its velocity by holding left or right as you throw it)

;Homing Cursors - hold down (Charge), up, y
;(tip: the cursors can sometimes miss depending on how the opponent moves around and has a delayed startup time. use it to distract or in combos)
;================================================================
;Hypers (ground only)
;================================================================

;Angelic Architect - Down, Forward, b (uses 2 bars)
;(tip: fullscreen hyper. only use this to chip at low health opponents as it has a very slow startup and is very reactable)

;Iced Tea - Down, Back, b (uses 1 or 2 bars depending on how much meter you have. can be accessed earlier than her other supers when you have 1 bar of meter)
;(tip: provides better mobility and the ability to cancel normals into anything including themselfs for 10 seconds, sitautional but if used well can be very strong)

;Stylish Piledriver EX - all directions x2 (720 Input), b (uses 2 bars)
;(tip: to make things easier you can buffer the input while in another attack or whilest jumping or dodging, otherwise this is very hard to land but if landed can be absurdly strong)
;===================================================================================================================================================================
;Credits

;M.U.G.E.N
;==========
;Mugen Character created by Alexander Cooper 19
;Improved effects & character AI created by Poyochan
;Mugen created by Elecbyte

;Popcorn Edition
;====================
;FNF: Popcorn Edition, Bamberly and Bamburai created by Ctiles
;Bamberly and Bamburai Character Models created by Ctiles
;Bamberly voice/chromatic provided by Ctiles
;Bamberly Hyper Portrait created by Neptune_alright
;Brobgonal Aura effects created by Divine

;Alpha/Beta Testers
;==================
;- Viola
;- Poyochan
;- Cyber Yoshi
;- ValleryTheNepGamer96 

;Tools used 
;==========
;Fighter Factory 3 created by Virtualtek
;Pixlr created by Ola Sevanderson
;Audacity created by Dominic Mazzoni and Roger Dannenberg
;Mine-imator created by David Norgren

;Massive Special thanks to Ctiles for providing me everything I needed to complete this project (including feedback), and Thank YOU for downloading this character. enjoy!
;===================================================================================================================================================================
;===================================================================================================================================================================
;Dont edit anything beyond this point (unless you know how to edit lol)
;===================================================================================================================================================================
;===================================================================================================================================================================

[State 0, Helper]
type = Helper
triggerall = movetype != H
triggerall = statetype != L
trigger1 = !numhelper(10000)
helpertype = Normal ;Player
name = "Pushbox"
ID = 10000
stateno = 10000
pos = 0,0
postype = P1    ;P2, Front, Back, Left, Right
facing = 1
keyctrl = 0
ownpal = 1

[State No guard]
type = AssertSpecial
trigger1 = 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
ignorehitpause = 1

[State No juggle check]
type = AssertSpecial
trigger1 = 1
flag = nojugglecheck
ignorehitpause = 1

[State -3, Stop Snd If Intro Is Skiped]
type= stopsnd
trigger1=stateno!= [190,199]
trigger1=stateno!= 19100
trigger1=stateno!= 101101
trigger1=stateno!= [19200,19201] ;assist
channel=2
persistent=0

[State -3, Stop Snd If Intro Is Skiped]
type= stopsnd
trigger1=stateno!= [190,199]
trigger1=stateno!= 19100
trigger1=stateno!= 101101
channel=3
persistent=0

[State -3, Stop Snd If Intro Is Skiped]
type= stopsnd
trigger1=stateno!= [190,199]
trigger1=stateno!= 19100
trigger1=stateno!= 101101
channel=4
persistent=0
;---------------------------------------------------------------------------
;Small Jump Code
[state Small Jump]
type=varset
triggerall=!var(59)
triggerall=!ishelper
triggerall=var(0)<=0
trigger1=command!="holdup"
var(35)=-1

[state Normal Jump]
type=varset
triggerall=!var(59)
triggerall=!ishelper
triggerall=var(0)<=0
trigger1=command="holdup"
var(35)=0

[state Small Jump]
type=varset
triggerall=!var(59)
triggerall=!ishelper
triggerall=var(0)<=0
trigger1=command!="holdup"
var(35)=-1

[state Normal Jump]
type = varset
triggerall = var(59)
triggerall = !ishelper
trigger1 = var(0)<=0
var(35)=0

[state Small Jump]
type = varset
triggerall = var(59)
triggerall = !ishelper
triggerall = var(0)<=0
triggerall = enemynear(var(55)),statetype != A
trigger1 = fvar(7) = [-90,90]
var(35)=-1

;---------------------------------------------------------------------------
;Damage Dampener
;---------------------------------------------------------------------------
;Damage Dampener
[State -2,]
type = Varset
triggerall = stateno != [3000,3999]
trigger1 = EnemyNear,GethitVar(hitcount) >=0 
v = 11
value = 0 + (EnemyNear,GethitVar(hitcount))

[State -2,]
type = Varset
triggerall = stateno != [3000,3999]
trigger1 = EnemyNear,movetype != H
v = 11
value = 0

[State -2,]
type = AttackMulSet
triggerall = var(15) = 0 
triggerall = stateno != [3000,3999] 
trigger1 = Var(11) > 0
trigger1 = Var(11) < 10
value = 1.0 - (var(11) * 0.100)
ignorehitpause = 1

[State -2,]
type = AttackMulSet
triggerall = var(15) = 1 
trigger1 = Var(11) > 0
trigger1 = Var(11) < 10
value = 0.55 - (var(11) * 0.056)
ignorehitpause = 1

[State -2,]
type = AttackMulSet
triggerall = stateno != [3000,3999]
trigger1 = EnemyNear,movetype != H
value = 1.0
ignorehitpause = 1
;==============================================================
;Reset when in a super
[State -2,]
type = Varset
trigger1 = stateno = 3000
v = 11
value = 0 
[State -2,]
type = AttackMulSet
trigger1 = stateno = 3000
value = 1.2
ignorehitpause = 1
;=============================================================
;Assist Bamburai Misc

[State Bamburai Final Hit]
type = BGPalFX
triggerall = numhelper(1060)
trigger1 = projhit1065 = 1
time = 2
add = 255,255,255
persistent = 0
;=============================================================
;Iced Tea Mode

[State -2, PalFX]
type = PalFX
triggerall = var(15) = 1
trigger1 = gametime%7=0
time = 2
add = 85,28,28
sinadd = 50,0,0,0
color = 156
ignorehitpause = 1

[State -2, no power]
type = Powerset
trigger1 = var(15) = 1
value = 0
ignorehitpause = 1

[State -2, Clock]
type = VarAdd
trigger1 = var(15) = 1
v = 16
value = 1
ignorehitpause = 1

[State -2, Stop It]
type = VarSet
triggerall = var(15) = 1
trigger1 = var(15) = 1
trigger1 = var(16) = 600 ;10 seconds
v = 15
value = 0
ignorehitpause = 1

[State -2, Reset Counter]
type = VarSet
triggerall = var(15) = 0
trigger1 = var(15) = 0
trigger1 = var(16) = 600 ;10 seconds
v = 16
value = 0
ignorehitpause = 1

[State -2, Stop It]
type = VarSet
trigger1 = roundstate = 4
v = 15
value = 0
ignorehitpause = 1

[State 0, Shadow]
type = Helper
triggerall = var(15) = 1
trigger1 = NumHelper(19500) = 0
helpertype = normal
name = "Shadow 1"
ID = 19500
stateno = 19500
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 0, Shadow]
type = Helper
triggerall = var(15) = 1
trigger1 = NumHelper(19501) = 0
helpertype = normal
name = "Shadow 2"
ID = 19501
stateno = 19501
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State -2]
type = helper
triggerall = var(15) = 1
trigger1 = !numhelper(77)
helpertype = normal
stateno = 77
ID = 77
name = "Holy 1"
postype = p1
pausemovetime = 65535
supermovetime = 65535

[State -2, Tea Meter P1]
type = Explod
triggerall = var(15) = 1
triggerall = Teamside = 1
triggerall = RoundState = 2
triggerall = numexplod(8300) = 0
trigger1 = 1
anim = 8300
ID = 8300
pos = 145,225
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.55,0.55
sprpriority = 3559
ownpal = 1
removeongethit = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State -2, Tea Meter P2]
type = Explod
triggerall = var(15) = 1
triggerall = Teamside = 2
triggerall = RoundState = 2
triggerall = numexplod(8300) = 0
trigger1 = 1
anim = 8301
ID = 8300
pos = 173,225
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = 0.55,0.55
sprpriority = 3559
ownpal = 1
removeongethit = 0
supermovetime = 0
pausemovetime = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = var(15) = 0
trigger2 = roundstate = 3
ID = 8300
ignorehitpause = 1

[State 181, Explod]
type = Explod
triggerall = var(15) = 1
triggerall = numexplod(8012)=0
trigger1 = p2life = 0
trigger1 = WinKO
bindtime = -1
pausemovetime = - 1
removetime = -2
postype = Left
pos = ifelse(facing=1,70,70),80
anim = 8012
id = 8012
sprpriority = 9999999
ontop = 1
OwnPal = 1
scale = .33,.33
ignorehitpause = 0
supermovetime = 999999999
pausemovetime = 999999999
persistent = 0

[State 2001, Hyper Combo Finish]
type = VarSet
triggerall = var(15) = 1
trigger1 = WinKO
v = 17
value = 2
persistent = 0
ignorehitpause = 1

[State 2001, Hyper Combo Finish]
type = VarSet
triggerall = var(15) = 1
trigger1 = MoveHit
trigger1 = WinKO
v = 17
value = 1
persistent = 0
ignorehitpause = 1