Here is her power in the powerstyle :
FightMove {
aireusetime = 5 ;
aitype = projectilenear ;
animenum = ea_power2 ;
combotextfinisher = Control ;
combotextstarter = Telekinetic ;
handler = ch_telekinesis ;
icon = 1 ;
lockangles = true ;
lockchaining = true ;
name = power2 ;
powerup_tag = pho_power2 ;
priority = 5 ;
startchaintime = 0.1 ;
require {
cat = skill ;
item = pho_telek ;
level = 1 ;
}
trigger {
attacktype = psionic ;
damage = 0 ;
damagelevel = 1 ;
damagescale = none ;
damagetype = dmg_telekinesis ;
maxrange = 300 ;
name = telekinesis_dmg ;
tag = 2 ;
time = -1 ;
type = ce_atk_self ;
damageMod {
name = dmgmod_environment ;
}
damageMod {
name = dmgmod_no_damage ;
}
}
trigger {
name = stop ;
time = 0 ;
}
trigger {
name = powerusage ;
powerusage = %pho_telek_pwr ;
time = 0 ;
}
trigger {
effect = char/magneto/p3_power ;
name = effect ;
tag = 100 ;
time = -1 ;
}
trigger {
effect = char/phoenx/ ;
name = effect ;
tag = 101 ;
time = -1 ;
}
trigger {
damage = %pho_telek_dm1 ;
damagetype = dmg_telekinesis ;
heaviness = %pho_telek_hvy ;
impactdamage = %pho_telek_dm2 ;
name = suspend ;
tag = 1 ;
time = -1 ;
tklevel = 11 ;
}
chain {
action = special ;
result = power2_hold ;
}
chain {
action = idle ;
result = power2_release ;
}
}
FightMove {
animenum = ea_power2 ;
energypersecond = %pho_telek_pwr ;
handler = ch_telekinesis ;
icon = 1 ;
lockangles = true ;
lockchaining = true ;
locktransitionangles = true ;
name = power2_hold ;
priority = 5 ;
startchaintime = 1 ;
trigger {
effect = char/magneto/p3_power ;
name = effect ;
tag = 100 ;
time = -1 ;
}
trigger {
effect = char/magneto/p3_power ;
name = effect ;
tag = 101 ;
time = -1 ;
}
trigger {
loop_timeout = 5 ;
loop_type = start ;
name = sound ;
sound = char/phoenx_m/p2_charge ;
time = 0 ;
}
chain {
action = special ;
result = power2_hold ;
}
chain {
action = idle ;
result = power2_release ;
}
}
FightMove {
animenum = ea_power2_end ;
lockangles = true ;
name = power2_release ;
priority = uninterruptable ;
trigger {
name = sound ;
sound = char/phoenx_m/p2_throw ;
time = 0 ;
}
trigger {
bolt = Bip01 R Hand ;
effect = char/phoenx/ ;
fxlevel = 2 ;
loop_type = stop ;
name = effect_sound ;
sound = char/phoenx_m/p2_charge ;
time = 0 ;
}
chain {
action = idle ;
result = idle ;
}
}