;---------------------------------------------------------------------------
;Light Twirl (start)
[Statedef 1020]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 1020
sprpriority = 2
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1021
ctrl = 0
;---------------------------------------------------------------------------
;Light Twirl (air)
[Statedef 1021]
type = A
movetype= A
physics = N
juggle = 1
ctrl = 10
anim = 1021
sprpriority = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S1020,0
[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 5
y = -5
;I wanted to make this move like how it is in FighterZ. In that game, when Bardock twirls before he does his spinning BACK HAND, not elbow, he inflicts damage.
[State 0, HitDef]
type = HitDef
trigger1 = animelemtime(1) >= 1
attr = A,SA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = HAF ;HLAFD+-
guardflag = MA ;HLA
;affectteam = E ;B,E,F
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
damage = 5,0
pausetime = 3 ,3
;guard.pausetime = 0,0
;sparkno = S3000
;guard.sparkno = S3100
;sparkxy = 0,0
hitsound = 5,0
guardsound = 6,0
ground.type = High ;Low,Trip,None
;air.type = High
ground.slidetime = 15
;guard.slidetime = 0
ground.hittime = 15
;guard.hittime = 0
air.hittime = 20
ground.velocity = -5,0
air.velocity = -5,-1
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 1022
ctrl = 0
;---------------------------------------------------------------------------
;Light Twirl (fall)
[Statedef 1022]
type = A
movetype= A
physics = A
juggle = 1
ctrl = 10
sprpriority = 2
[State 0, Gravity]
type = Gravity
trigger1 = animelemtime(1)>1
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >= 0 && vel x > 0
value = 1023
;---------------------------------------------------------------------------
;Light Twirl (land)
[Statedef 1023]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 1022
sprpriority = 2
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1