------T+ COLORED FIRE MEGA CHARIZARD X v1.1--------

1). CREDITS
	By extreme, with thanks to: 

	Nanobuds, KingJigglyPuff, and Ryztiq for making the Original Charizard X Model	

	The T+DT for making the Mega X recolors that inspired me to make the colors

	KJP for making many of the guides that I used to learn how to make this. I think he also made the original colored fire Mega Charizard X psa which i refered to a lot in order to make my own.

	All the contributors to PSAC and BrawlCrate, including the ones who put together the PSA wiki that contained vital game information that I otherwise may not been able to find.

	Thanks to PyroPM, Azel, Wtails, Sczion, and JerryIsUnavailiable for assisting me by answering questions/helping me solve problems.
2). CHANGES
	Makes the necissary edits to files to give the Red, Green, and Magenta Charizard X alt's their own slot specific fire colors. Complete with appropriate on hit fire colors and GFX edits

	Edits common3.pac to include Luigi's green fire and edits the elements.asm and effects.asm codes from project m to know to load the green fire effect from common3's GFX instead of Luigi's. This means that if you want to cut the PtcGreenFireHitCommon and the PtcLuigiFire REFF's to make Luigi's PSA slightly thinner you can. I didnt because thats technically beyond the scope of this mod. If you want to create new alts that use Luigi's green on hit fire GFX you can know do so as it no longer requires luigi to be loaded to function. Just make sure you set the flag correctly and the fire hit effect should be green (using Fudgepop's flag builder, the green effect is ???3). The common3 and asm edits should also work on normal P+ but i havent tested that

	2A). The nitty gritty 
		The PSA codes now no longer check for Red Charizard's slot(31) when the PSA does any check for whether Blue fire should be loaded(therefore making all but one of Red's animations load the default charizard fire colors, the one exception being a check whether to load the red jaw fire for red which ensures the jaw fire wont load on non mega x costumes). This applies to green(32) and pink(33) as well but they get new corresponding else if statements to load their colors. In the modified PSA only normal mega x(30) and shiny mega x(34) are in the check for blue. In terms of on hit effects, Red uses normal fire's, Blue uses aura, Green uses the third unused slot(which is where the PMDT made green fire over), and Pink uses "darkness". Darkness does not fit perfectly with Pink's fire color but their unfortunantly is not anyway I can add another slot for this. There are only so many GFX slots and P+ uses all of them including the 4 unused ones from brawl. In the future, I may edit the general fire to just be purple instead of pink. In terms of PSA edits, as you may notice, the Lizardon.pac is quite bigger. This is because I had to basically add 2 new copies of most of charizard's fire GFX(of which there is like 20+ per color). Fortunantly, for red I only add to add GFX's for the jaw fire but for all the others they needed a fully copy. From my research, the breaking point for a PSA is around 580kb which this is still quite a bit under. However, adding another color will 90% chance make the PSA be to big I think. So dont do that unless you really want to. I also included a txt I used that contains the ID's and their ID(in hexadecimal) as that was something that the PSA uses a lot and is something that was a huge boone in nearly every step of the modding process and a paint dot net file you can make hue changes to make making different colors easier. 

3). FEATURES
	Editted PokeLizardon.pac
		pf/fighter/pokelizardon
	Editted elements ASM code
		Source/ProjectM
	Editted Effects Asm Code
		Source/ProjectM/PSA
	Editted common3.pac
		pf/system
	Editted BP and CSP
		
	InfoID's txt
	
	FireColorTemplate.pdn

4). OTHER STUFF
	If you have any feedback or comments pls dm me at extreme#8338 on discord

5). CHANGELOG

1.1

	Fixed The Fsmash effect on Magenta zard to use darkness instead of aura(Thank you sczion for letting me know)

	Editted common3.pac by removing model data 36(It was luigi's model data for PtcCommonFireHit which adding to common3 was redudant as PtcCommonFireHit is already there and is essentially identical AFAIK). More importantly, this mod will now work on Wii. Yay! PtcCommonHitFireGreen now uses model data 2(the normal PtcCommonFireHit model)

	More accurate comments on elements.asm and effects.asm		



