All right, now I've got time, so yeah. Let's give this one more shot.
This part is a personal suggestion, but one I think might help you with organization:
Spoiler, click to toggle visibilty
Since BlazBlue characters are 4-buttons like KFM, I recommend moving the sword summoning states around as follows.
State 240: Summoning the first sword of the 5DD pair.
You could then use 241 for the first sword helper, 242 for the summoning of the second sword, and 243 for the second sword helper.
State 245: The first sword of the 6DD pair.
246 for the first sword, 247 for the second sword summoning, and 248 for the second sword.
*You'd have to add a new ChangeState in the CMD for this one.
State 250: The first sword of the 4DD pair.
Continue the numbering as above (251, 252, 253 respectively).
*You'd have to add a new ChangeState in the CMD for this one.
State 440: First sword of the 2DD pair.
Continue the numbering as above (441, 442, 443 respectively).
State 640: First sword of the j.DD pair.
Continue numbering as above.
State 650: First sword of the j.2DD pair.
Continue numbering as above.
*You'd have to add a new ChangeState in the CMD for this one.
Now the actual code.
Sword Summoning:
[Statedef 240]
type = S
movetype= A
physics = S
juggle = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2
;Fill this out as necessary to summon the blade.
[State 0, Helper]
type = Helper
trigger1 =
helpertype = normal ;player
name = "Drive Sword 1"
ID = 241
stateno =
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;Pressing Y again will make the sword summon here--see command = "y"?
[State 0, ChangeState
trigger1 = numhelper(241) >= 1
trigger1 = helper(241), movecontact
trigger1 = command = "y"
value = 242
ctrl = 0
[State 0, ChangeState]
trigger1 =Animtime = 0
value = 0
ctrl = 1
The Sword Helper
[Statedef 241]
type = A
movetype= A
physics = N
juggle = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 241
[State 241, AngleSet]
type = AngleSet
trigger1 = 1
value = Whatever it needs to be
[State 241, AngleDraw]
type = AngleDraw
trigger1 = 1
;Change as needed
[State 241, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Medium
damage = 63
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -10,-60
hitsound = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
[State 0, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
The basic idea is that you alter the 240 state for all of the summoning states and that you alter 241 for all the actual sword throws. The only thing you have to remember is that the second sword summoning state obviously goes back to standing state when done. Also, make sure that you alter the helper numbers and states and such accordingly.
Cyanide, did I actually get it right this time?