<<<<<<<<<<<<<<cmd power>>>>>>>>>>><<

[Command]
name = "b+y"
command = b+y
time = 1





[State -1, Power Charge]
type = ChangeState
value = 730
trigger1 = command = "hold_b" && command = "hold_y"
trigger1 = RoundState = 2 && StateType != A
trigger1 = power < const(data.power) && power < PowerMax && !var(20)
trigger1 = ctrl || (StateNo = [100,101])


<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<






<<<<<<<<<<<<<<<power states add<<<<<<<<<<<<<<<<<<<<<<<


;===========<POWER CHARGE>==================
[StateDef 730]
type = S
physics = S
moveType = I
anim = 730
velSet = 0,0
ctrl = 0

[State 730, PowerAdd]
type = PowerAdd
triggerAll = Power < const(data.power) && Power < PowerMax
trigger1 = (command = "hold_b" && command = "hold_y")
value = 5 + ifElse(time < 60, 0, (time - 60) / 12)

[State 730, Voice]
type = PlaySnd
trigger1 = !Time
value = 0,9
channel = 0

[State 730, Character Flash]
type = PalFX
trigger1 = 1
time = 1
add = 75 + ceil(sin(Time / 6.0 * pi) * 75),25 + ceil(sin(Time / 6.0 * pi) * 25),0

[State 730, Power Charge Helper]
type = Helper
trigger1 = !NumHelper(8330)
helperType = Normal
stateNo = 8330
ID = 8330
name = "Power Charge"
posType = P1
pos = 0,0
pauseMoveTime = 65535
superMoveTime = 65535
ownPal = 1

[State 730, Particles]
type = Helper
trigger1 = !NumHelper(8331)
helperType = Normal
stateNo = 8331
ID = 8331
name = "Particles"
postype = P1
pauseMoveTime = 65535
superMoveTime = 65535
ownPal = 1

[State 730, End]
type = ChangeState
trigger1 = Power >= const(data.power) || Power >= PowerMax || RoundState != 2
trigger2 = (command != "hold_b" || command != "hold_y")
value = 731
ctrl = 1


;Power Charge End
[StateDef 731]
type = S
physics = S
moveType = I
anim = 731
velSet = 0,0
ctrl = 1

[State 731, StopSnd]
type = StopSnd
trigger1 = !Time
channel = 0

[State 730, Full Power Voice]
type = PlaySnd
trigger1 = !Time && Power >= const(data.power)
value = 0,23
channel = 0
persistent = 0

[State 730, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1











<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<







<<<<<<<<<<<<<<<<<<<animation from char<<<<<<<<<<<<<<<<<<<<<<<<<

; Power Charge
[Begin Action 730]
Clsn2Default: 2
  Clsn2[0] = -14, -79, 19, 0
  Clsn2[1] = -9, -97, 6, -79
10,0, 0,0, 2
10,0, 0,0, 2
10,0, 0,0, 2
10,0, 0,0, 2
10,0, 0,0, 2
10,0, 0,0, 2
Loopstart
5,0, 0,0, 3,H
5,0, 0,0, 3,H


<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>




<<<<<<<<<<<<<<<<<<<<<<< POWER CHARGE XPLODS<<<<<<<<<<<<<<<<<<<<<<<<<

; Impact FX
[Begin Action 8110]
8110,0, 0,0, 1,, A





; Power Dust
[Begin Action 8105]
8105,0, 0,0, 2,, A
8105,1, 0,0, 2,, A
8105,2, 0,0, 2,, A
8105,3, 0,0, 2,, A
8105,4, 0,0, 2,, A
8105,5, 0,0, 2,, A
8105,6, 0,0, 2,, A






; Power Aura
[Begin Action 8330]
8330,0, 0,0, 2,, A
8330,1, 0,0, 2,, A
8330,2, 0,0, 2,, A
8330,3, 0,0, 2,, A
8330,4, 0,0, 2,, A
8330,5, 0,0, 2,, A
8330,6, 0,0, 2,, A
8330,7, 0,0, 2,, A







; Particles
[Begin Action 8331]
8331,0, 0,0, 2,, AS16D256
8331,0, 0,0, 2,, AS36D256
8331,0, 0,0, 2,, AS48D256
8331,0, 0,0, 2,, AS64D256
8331,0, 0,0, 2,, AS80D256
8331,0, 0,0, 2,, AS96D256
8331,0, 0,0, 2,, AS112D256
8331,0, 0,0, 2,, AS118D256
8331,0, 0,0, 2,, AS144D256
8331,0, 0,0, 2,, AS160D256
8331,0, 0,0, 2,, AS176D256
8331,0, 0,0, 2,, AS192D256
8331,0, 0,0, 2,, AS208D256
8331,0, 0,0, 2,, AS224D256
8331,0, 0,0, 2,, AS240D256
8331,0, 0,0, 2,, A









<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<










