;---------------------------------------------------------------------------

;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