;---------------------------------------------------------------------------
; Player 1 state when custom gauge meter helper goes into 30002
[Statedef 3060]
type = S
movetype= I
physics = s
anim = 3060
ctrl = 0
velset = 0,0
[State 3060] ; Haven't worked on this yet. Too busy figuring out how to make P1 change into this state when 30002 starts
type = ChangeState
trigger1 = Var(1)>0
value = 0
Ctrl = 1
;---------------------------------------------------------------------------
; Custom gauge meter (Before round starts)
[Statedef 30000]
type = U
movetype= I
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 9999 ; Blank
sprpriority = -1
[State 30000]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 30000] ; Custom gauge meter 'Border'
type = Explod
triggerall = numExplod(30000) = 0
trigger1 = 1
anim = 30000
ID = 30000
pos = 4,40
postype = left
bindtime = -1
removetime = -1
scale = 0.3,0.3
sprpriority = 1
ontop = 1
ownpal = 1
[State 30000] ; Custom gauge meter 'Blank'
type = Explod
triggerall = numExplod(30001) =0
trigger1 = 1
anim = 30001
ID = 30001
pos = 4,40
postype = left
bindtime = -1
removetime = -1
scale = 0.3,0.3
sprpriority = 1
ontop = 0
ownpal = 1
[State 30000] ; Custom gauge meter 'Gauge'
type = Explod
triggerall = numExplod(30002) = 0
trigger1 = 1
anim = 30002
ID = 30002
pos = 4,40
postype = left
bindtime = -1
removetime = -1
scale = 0.3,0.3
sprpriority = 2
ontop = 0
ownpal = 1
[State 30000] ; Removes the gauge meter 'Gauge' explod after round starts
type = RemoveExplod
trigger1 = RoundState = 2
ID = 30002
[State 30000] ; Helper changes into 30001 after round starts
type = ChangeState
trigger1 = RoundState = 2
value = 30001
;---------------------------------------------------------------------------
; Custom gauge meter (After round starts) / Draining itself
[Statedef 30001]
type = U
movetype= I
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 9999 ; Blank
sprpriority = -1
[State 30001]
type = varset
trigger1 = Time = 0
var(1) = 0
[State 30001]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 30001] ; Custom gauge meter 'Border'
type = Explod
trigger1 = numExplod(30000) = 0
anim = 30000
ID = 30000
pos = 4,40
postype = left
bindtime = -1
removetime = -1
scale = 0.3,0.3
sprpriority = 1
ontop = 1
ownpal = 1
[State 30001] ; Custom gauge meter 'Blank'
type = Explod
trigger1 = numExplod(30001) = 0
anim = 30001
ID = 30001
pos = 4,40
postype = left
bindtime = -1
removetime = -1
scale = 0.3,0.3
sprpriority = 1
ontop = 0
ownpal = 1
[State 30001] ; Custom gauge meter 'Gauge' Drain
type = Explod
trigger1 = numExplod(30003) = 0
anim = 30003
ID = 30003
pos = 4,40
postype = left
bindtime = -1
removetime = -1
scale = 0.3,0.3
sprpriority = 2
ontop = 0
ownpal = 1
[State 30001]
type = RemoveExplod
trigger1 = time = 2385
ID = 30003
[State 30001]
type = ChangeState
trigger1 = time = 2385
value = 30002
;---------------------------------------------------------------------------
; Custom gauge meter (Recharging/Empty)
[Statedef 30002]
type = U
movetype= I
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 9999 ; Blank
sprpriority = -1
[State 30002]
type = varset
trigger1 = Time = 0
var(1) = 1
[State 30002]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 30002]
type = Pause
trigger1 = time = 0
time = 10
movetime = 10
[State 30002]
type = BGPalFX
trigger1 = time = 0
time = 10
mul = 100,100,100
[State 30002] ; Custom gauge meter 'Border'
type = Explod
trigger1 = numExplod(30000) = 0
anim = 30000
ID = 30000
pos = 4,40
postype = left
bindtime = -1
removetime = -1
scale = 0.3,0.3
sprpriority = 1
ontop = 1
ownpal = 1
[State 30002] ; Custom gauge meter 'Blank'
type = Explod
trigger1 = numExplod(30001) = 0
anim = 30001
ID = 30001
pos = 4,40
postype = left
bindtime = -1
removetime = -1
scale = 0.3,0.3
sprpriority = 1
ontop = 0
ownpal = 1
[State 30002] ; Custom gauge meter 'Recharge'
type = Explod
trigger1 = numExplod(30004) = 0
anim = 30004
ID = 30004
pos = 4,40
postype = left
bindtime = -1
removetime = -1
scale = 0.3,0.3
sprpriority = 2
ontop = 0
ownpal = 1
[State 30002]
type = RemoveExplod
trigger1 = time = 1272
ID = 30004
[State 30002] ; THIS LOOPS BACK TO STATE 30001 AFTER GUAGE METER FULLY RECHARGES
type = ChangeState
trigger1 = time = 1272
value = 30001
And here is the -2 Statedef. The codes down below is regarding the custom gauge only.
[State -2, Helper] ; Custom gauge meter
type = Helper
trigger1 = NumHelper(30000) = 0
helpertype = Normal
name = "Custom gauge meter"
ID = 30000
stateno = 30000
pos = 50,50
postype = P1
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause = 1
[State -2, ChangeState]
type = ChangeState
trigger1 = Var(1) > 0
value = 3060
ctrl = 0
persistent = 1
Oh, and i'll provide some of the explods to show you what they look like.
in 30000 statedef : Custom gauge meter (Before round starts)
in 30001 statedef : Custom gauge meter (After round starts) / Draining itself
in 30002 statedef : Custom gauge meter (Recharging/Empty) / Gif doesn't loop. Oops.