Powerup using key press (non-sb1/play as type) Taken from Hyper Buu because of the extra after charge effect used. To use just a plain charge up (without an ending) delete the entire 481 statedef and 481 states and edit state 480, 7 to have value = 0 and ctrl = 1. Some odd stuff that makes this work well is the StopSnd state and channel = 0. These are what make the sound stop. I figure you can figure out poweradd. >>>>.air ; Charge [Begin Action 480] Clsn2Default: 1 Clsn2[0] = 29,-78,-43, 5 480,0, 0,0, 6 480,1, 0,0, 6 loopstart 480,2, 0,0, 6 480,3, 0,0, 6 480,4, 0,0, 6 480,5, 0,0, 6 ; Charge end <--- optional animations if using state 481 [Begin Action 481] Clsn2: 1 Clsn2[0] = -24,-77, 25, 5 480,6, 0,0, 5 Clsn2: 1 Clsn2[0] = 25,-78,-23, 5 480,7, 0,0, 5 >>>>.cmd top [Command] name = "Charge" command = /c >>>>.cmd bottom ;Charge [State -1] type = ChangeState value = 480 triggerall = command = "Charge" triggerall = ctrl = 1 triggerall = power < 3000 trigger1 = statetype = S >>>>.cns ; Charge [Statedef 480] type = S movetype= I physics = S juggle = 9 velset = 0,0 ctrl = 0 anim = 480 poweradd = 0 facep2 = 1 ;add power [State 480, 1] type = Poweradd trigger1 = Time >= 0 value = 4 ;charge up sound [State 480, 2] type = PlaySnd trigger1 = Time = 0 channel = 0 value = 3,0 ;charge up sound continual [State 480, 3] type = PlaySnd trigger1 = Time%29 = 0 trigger1 = Stateno = 480 channel = 0 value = 4,0 ;stop charge up sound [State 480, 4] type = StopSnd trigger1 = command != "Charge" trigger2 = power = 3000 channel = 0 ;changestate to either ending (481) or stand (0) [State 480, 5] type = ChangeState trigger1 = command != "Charge" trigger2 = power = 3000 value = 481 ;<--- change to zero (0) if not using 481 ctrl = 0 ;<--- change to 1 if not using 481 ; After Charge (use for animations after powering up) [Statedef 481] type = S movetype= I physics = S juggle = 9 velset = 0,0 ctrl = 0 anim = 481 poweradd = 0 ;add power [State 481, 1] type = Poweradd trigger1 = Time >= 0 value = 2 ;play charging end sound [State 481, 2] type = PlaySnd trigger1 = Time = 0 channel = 0 value = 4,1 ;changestate to stand state [State 481, 3] type = ChangeState trigger1 = Time = 10 value = 0 ctrl = 1