;==================================
; bar filler set
;==================================
[statedef 8550]
ctrl = 0
sprpriority = 7
anim = 1
[State ChangeState]
type = ChangeState
trigger1 = root,var(4) = 100
trigger1 = root,var(3) = 0
value = 8555
[State ChangeState]
type = ChangeState
trigger1 = root,var(3) = 1
trigger1 = root,var(4) > 0
value = 8560
[State ChangeState]
type = ChangeState
trigger1 = root,var(3) = 2
trigger1 = root,var(4) > 0
value = 8565
;==================================
; bar filler full
;==================================
[statedef 8555]
ctrl = 0
sprpriority = 7
anim = ifelse(root,teamside=1,8500,8600)
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = ifelse(root,teamside=1,screenwidth/9.35-screenwidth/2,screenwidth/2.545)
y = screenheight/8;screenheight/1.09
;ignorehitpause =
;persistent =
[State AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 6,.5
;ignorehitpause =
;persistent =
[State pos correct]
type = VelSet
trigger1 = 1
y = ((screenHeight/8)+190)-ScreenPos Y
ignorehitpause = 1
[State fix grey]
type = PalFX
trigger1 = 1
time = -1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
[State ChangeState]
type = ChangeState
trigger1 = root,var(3) = 1
trigger1 = root,var(4) > 0
value = 8560
[State ChangeState]
type = ChangeState
trigger1 = root,var(3) = 4
trigger1 = root,var(4) > 0
value = 8561
;==================================
; bar filler drain
;==================================
[statedef 8560]
ctrl = 0
sprpriority = 7
anim = ifelse(root,teamside=1,8510,8610)
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = ifelse(root,teamside=1,screenwidth/9.35-screenwidth/2,screenwidth/2.545)
y = screenheight/8;screenheight/1.09
;ignorehitpause =
;persistent =
[State AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 6,.5
;ignorehitpause =
;persistent =
[State pos correct]
type = VelSet
trigger1 = 1
y = ((GameHeight/8)+190)-ScreenPos Y
[State green]
type = PalFX
triggerall = root,var(3) = 1
trigger1 = root,var(2) = 1
;trigger1 = time = 1
trigger2 = root,var(2) = 4
;trigger2 = time = 1
time = -1
add = 100,0,256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256
persistent = 1
[State blue]
type = PalFX
triggerall = root,var(3) = 1
;trigger1 = time = 1
trigger1 = root,var(2) = 2
time = -1
add = 256,100,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256
persistent = 1
[State orange]
type = PalFX
triggerall = root,var(3) = 1
;trigger1 = time = 1
trigger1 = root,var(2) = 3
time = -1
add = 0,100,256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256
persistent = 1
[State grey]
type = PalFX
trigger1 = root,var(3) = 4
;trigger1 = time = 1
time = -1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256
persistent = 1
[State anim correct]
type = ChangeAnim
trigger1 = roundstate = 0 && time = 1
value = ifelse(root,teamside=1,8510,8610)
elem = root,var(39)
ignorehitpause = 1
persistent = 1
[State ChangeState]
type = ChangeState
trigger1 = root,var(3) = 2
trigger1 = root,var(4) > 0
value = 8565
[State ChangeState]
type = ChangeState
trigger1 = root,var(4) = 100
trigger1 = root,var(3) = 0
value = 8555
;==================================
; bar filler drain special
;==================================
[statedef 8561]
ctrl = 0
sprpriority = 7
anim = ifelse(root,teamside=1,8510,8610)
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = ifelse(root,teamside=1,screenwidth/9.35-screenwidth/2,screenwidth/2.545)
y = screenheight/8;screenheight/1.09
;ignorehitpause =
;persistent =
[State AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 6,.5
;ignorehitpause =
;persistent =
[State pos correct]
type = VelSet
trigger1 = 1
y = ((GameHeight/8)+190)-ScreenPos Y
[State grey]
type = PalFX
trigger1 = root,var(3) = 4
;trigger1 = time = 1
time = -1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 1
color = 256
persistent = 1
[State anim correct]
type = ChangeAnim
trigger1 = roundstate = 0 && time = 1
value = ifelse(root,teamside=1,8510,8610)
elem = root,var(39)
ignorehitpause = 1
persistent = 1
[State ChangeState]
type = ChangeState
trigger1 = root,var(3) = 2
trigger1 = root,var(4) > 0
value = 8565
[State ChangeState]
type = ChangeState
trigger1 = root,var(4) = 100
trigger1 = root,var(3) = 0
value = 8555
;==================================
; bar filler regen
;==================================
[statedef 8565]
ctrl = 0
sprpriority = 7
anim = ifelse(root,teamside=1,8520,8620)
[State 0, PosSet]
type = PosSet
trigger1 = 1
x = ifelse(root,teamside=1,screenwidth/9.35-screenwidth/2,screenwidth/2.545)
y = screenheight/8;screenheight/1.09
;ignorehitpause =
;persistent = 1
[State AngleDraw]
type = AngleDraw
trigger1 = 1
scale = 6,.5
;ignorehitpause =
;persistent =
[State pos correct]
type = VelSet
trigger1 = 1
y = ((GameHeight/8)+190)-ScreenPos Y
[State fix grey]
type = PalFX
trigger1 = 1
time = -1
add = 0,0,0
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
[State anim correct]
type = ChangeAnim
trigger1 = roundstate = 0 && time = 1
value = ifelse(root,teamside=1,8520,8620)
elem = root,var(4)
ignorehitpause = 1
persistent = 1
[State ChangeState]
type = ChangeState
trigger1 = root,var(4) = 100
trigger1 = root,var(3) = 0
value = 8555
[State 1111, 0]
type = VelSet
trigger1 = 1
y = ((GameHeight/8)+190)-ScreenPos Y