;---------------------------------------------------------------------------
;Level 2 Omega Charge Shot
[Statedef 325]
type = S
movetype= A
physics = S
ctrl = 0
juggle = 4
poweradd= 0
velset = 0,0
anim = 245
sprpriority = -1
[State 0, PlaySnd]
type = PlaySnd
triggerall = !var(10)
trigger1 = animelem = 1
value = S0,5
[State 0, PlaySnd]
type = PlaySnd
triggerall = !var(10)
trigger1 = animelem = 1
value = S315,0
[State 0, PlaySnd]
type = PlaySnd
triggerall = var(10)
trigger1 = animelem = 2
value = S310,1
[State 240, Projectile]
type = Projectile
triggerall = var(10)
trigger1 = animelem = 1
ProjID = 2025
projanim = 2025
projscale = const(size.xscale),const(size.yscale)
projremove = 1
projremovetime = -1
velocity = 5,0
remvelocity = 0,0
accel = 0,0
projhits = 1
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
offset = 5,-25
postype = p1 ;p2,front,back,left,right
projshadow = 0,0,0
supermovetime = 0
pausemovetime = 0
; HitDef
attr = S, NA
animtype = Medium
damage = 80
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-70
hitsound = S5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 2
ground.hittime = 16
ground.velocity = -5.5
air.velocity = -2.5,-4
forcenofall = 1
getpower = 0,0
givepower = 0,0
[State 310, Buster Reset]
type = VarSet
triggerall = command != "hold_y"
trigger1 = var(3) >= 0
trigger2 = numproj != 0
var(3) = 0
[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Level 2 Omega Charge Shot
[State -1, ChangeState]
type = ChangeState
triggerall = var(10)
triggerall = var(3) >= 90
triggerall = command = "buster_shot2"
trigger1 = statetype = S
trigger1 = ctrl
value = 325