Exploding Mine Attack This launches a projectile that sort of acts like a land mine and a shield also. It gets tossed out in front of the character and sits there for a bit then disappears. The -1 anim in the .air file (301) is a blank anim. projpriority in the .cns decides the strength of projectiles blocked plus if the other player(s) bump into this they'll get hit just like a moving projectile. Pretty handy to have sometimes. This code is taken from Dabura (state 880). The .cmd is set up for having 500 or more power. The 280, add# states in the .cns file are for use with the 5 fireballs and you're tired out codes. If not using the fireball tired codes then just delete these states. Also state 5300 is the tired/exhausted state. If the projectile hits an explosion cloud appears (1010). If the projectile doesn't hit it gets removed and a blank explosion cloud anim (1015) is used but not seen. New word to lookup - projremovetime. Also notice in the projectile state that velocity = 0,0 (or doesn't move). >>>>>>> in the .air file ;Player animations for land mine attack [Begin Action 300] Clsn2: 1 Clsn2[0] = 29, 1,-33,-94 880,0,0,0,4 Clsn2: 1 Clsn2[0] = 34, 1,-33,-100 880,1,0,0,4 Clsn2: 1 Clsn2[0] = 33, 1,-58,-70 880,2,0,0,-1 ;Land mine itself animations [Begin Action 301] loopstart Clsn1Default: 1 Clsn1[0] = 64, 2,22,-109 Clsn2Default: 1 Clsn2[0] = 64, 2,22,-109 880,3,40,0,8 -1,0,40,0,4 >>>>>>>> in the top of the .cmd file [Command] name = "Fire_Bomb" command = ~B, F, b >>>>>>> in the bottom of the .cmd file ;Fire Bomb [State -1] type = ChangeState value = 300 trigger1 = command = "Fire_Bomb" trigger1 = power >= 500 trigger1 = statetype = S trigger1 = ctrl = 1 >>>>>>> in the .cns file ; Fire Bomb [Statedef 300] type = S movetype = A physics = S poweradd = -500 juggle = 1 anim = 300 ctrl = 0 velset = 0,0,0 ;add tired out fireball cns codes here (280,add#) ;projectile def [State 300, 1] type = Projectile trigger1 = time = 9 Projanim = 301 ProjHitAnim = 1010 ProjRemAnim = 1015 projremovetime = 191 projpriority = 2 ;offset -50,0 velocity = 0,0 remvelocity = .7,0 velmul = 0,0 accel =0,0 attr = S, SP animtype = Back damage = 70,20 getpower = 0 givepower = 0 guardflag = MA pausetime = 0,12 sparkno = -1 guard.sparkno = -1 sparkxy = 0,0 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 15 ground.hittime = 9 ground.velocity = -4,-4 air.type = high air.velocity = -2.5,-5.5 air.juggle = 3 ;play projectile sound (power up sound) [State 300, 2] type = PlaySnd trigger1 = Time = 1 value = 3,6 ;play projectile sound (power up sound) continually [State 300, 3] type = PlaySnd trigger1 = Time%29 = 9 channel = 0 value = 3,3 ;stop sound for projectile sound [State 300, 4] type = StopSnd trigger1 = Projcontact = 1 trigger2 = time = 191 channel = 0 ;out of power = tired [State 300, 5] type = ChangeState trigger1 = power = 0 value = 5300 ctrl = 0 ;changestate [State 300, 6] Type = ChangeState trigger1 = time = 200 trigger2 = projcontact = 1 value = 0 ctrl = 1