Yeah, I'm VERY much a novie at coding but I figured I could give a character a hyper background (in this case jedah by BBH and deuce) So I figured I could use captain commando by splode's code as a template to help me with this.
It sort of worked. I know this is probably really dumb and stuff by coding standerds but I just wanted to gived jedah a hyperbackground [and a launcher and superjump(both of which worked btw)]
anyway...
So it works fine for his other hyper, but his Final rosso hyper won't let me use the removeexplod command to remove the hyper background when it misses.
Here's what I did:
;Finale Rosso
[Statedef 3100]
type = S
movetype = I
physics = S
anim = 3100
velset = 0,0
ctrl = 0
sprpriority = 3
[State 3100, PowerDrain]
type = PowerAdd
trigger1 = time = 0
value = -1000
[State 3100, SFX]
type = PlaySnd
trigger1 = animelem = 5
value = S9,12
channel = 0
[State 3100, Invincibility]
type = NotHitBy
trigger1 = time = 44
value = SCA
time = 6
[State 3100, Explod]
type = Explod
scale = const(size.xscale)
trigger1 = animelem = 5
anim = 3101
bindtime = 999
ownpal = 1
removeongethit = 1
postype = p1
pos = floor(54 * const(size.xscale)),6
sprpriority = 4
[State 3100, BloodPool]
type = Helper
trigger1 = time = 24
name = "Finale Rosso"
id = 3110
postype = p2
pos = 0, floor(p2dist y * -1)
stateno = 3110
facing = ifelse(enemynear, facing = facing,1,-1)
ownpal = 1
[State 3110, Overlay]
type = Explod
scale = const(size.xscale)
trigger1 = numhelper(3110)
trigger1 = helper(3110), animelem = 7
anim = 3111
id = 3111
postype = p1
removeongethit = 1
pos = floor(helper(3110), rootdist x)*-1,0
ownpal = 1
sprpriority = 2
bindtime = 1
[State 3110, Hands]
type = Explod
scale = const(size.xscale)
trigger1 = numhelper(3110)
trigger1 = helper(3110), animelem = 7
anim = 3115
id = 3111
postype = p1
removeongethit = 1
pos = floor(helper(3110), rootdist x)*-1,0
ownpal = 1
sprpriority = 3
bindtime = 1
[State 3000, Hit]
type = ChangeState
trigger1 = NumHelper(3110)
trigger1 = helper(3110), stateno = 3120
value = 3140
ctrl = 0
[State 3100, State]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[State 1610, 2a]
type = SuperPause
trigger1 = time = [8,40]
time = 2
anim = -1
sound = -1
movetime = 2
p2defmul = 1
[State 1610, 3]
type = PlaySnd
trigger1 = time = 20
value = 2, 8
[State 1610, 4]
type = Explod
trigger1 = time = 7
ID = 483
anim = 6130
postype = back
pos = -180, 15
bindtime = -1
removetime = 50
supermovetime = 90
sprpriority = -1
ownpal = 1
removeongethit = 1
[State 1610, 4a]
type = Explod
trigger1 = AnimElem = 2
ID = 490
anim = 1565
postype = p1
pos = 0, 0
bindtime = -1
removetime = 45
sprpriority = 2
ownpal = 1
removeongethit = 1
supermovetime = 999
[State 1610, 5]
type = AssertSpecial
trigger1 = time > 7
flag = NoBG
flag2 = NoFG
ignorehitpause = 1
[State 1610, 6]
type = Explod
trigger1 = time = 7
ID = 484
anim = 6090
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = 90
sprpriority = -4
ownpal = 1
[State 1500, 11]
type = Explod
trigger1 = time = 44
ID = 640
anim = 6100
postype = left
pos = -80, -40
bindtime = -1
removetime =-1
sprpriority = -4
removeongethit = 1
ownpal = 1
[State 1500, 12]
type = RemoveExplod
trigger1=time=25
ID = 640
;Blood Pool (helper)
[Statedef 3110]
type = S
movetype = A
physics = N
anim = 3110
velset = 0,0
sprpriority = -2
[State 3110, Overlay]
type = null;Explod
scale = const(size.xscale)
trigger1 = animelem = 7
anim = 3111
id = 3110
postype = p1
pos = 0,0
sprpriority = 2
bindtime = 9999
[State 3110, Hands]
type = null;Explod
scale = const(size.xscale)
trigger1 = animelem = 7
anim = 3115
id = 3110
postype = p1
pos = 0,0
sprpriority = 3
bindtime = 9999
[State 3110, HitDef]
type = HitDef
triggerall = root, PalNo != 7
trigger1 = animelem = 7
attr = S, HT
hitonce = 1
hitflag = MAFD
numhits = 0
priority = 5, miss
hitsound = S3,3
sparkno = -1
p2facing = 1
p1stateno = 3120
p2stateno = 3130
fall = 1
fall.recover = 0
sprpriority = -2
p1sprpriority = -2
[State 3110, Gold]
type = HitDef
triggerall = root, PalNo = 7
trigger1 = animelem = 7
attr = S, HT
hitonce = 1
hitflag = MAFD
numhits = 0
priority = 5, miss
hitsound = S3,3
sparkno = -1
p2facing = 1
p1stateno = 3120
p2stateno = 3130
fall = 1
fall.recover = 0
sprpriority = -2
p1sprpriority = -2
[State 3110, Override]
type = HitOverride
trigger1 = IsHelper
attr = SCA, AA, AT, AP
slot = 0
stateno = 9999
ignorehitpause = 1
[State 3110, SFX]
type = PlaySnd
trigger1 = animelem = 7
value = S9,14
channel = 3
[State 3110, StopSound]
type = StopSnd
trigger1 = root, movetype = H
channel = 3
[State 3110, destroy]
type = DestroySelf
trigger1 = animtime = 0
trigger2 = root, movetype = H
Thanks very much if you can help me.