pretty much my terry can use his special burn knuckle to break through all projectiles. i dont want that.
heres the code
[Statedef 6005]
type = S
movetype = A
physics = N
anim = 1043
juggle = 4
velset = 0,0
ctrl = 0
poweradd = 100
sprpriority = 1
hitcountpersist = 1
[State 1004, Width]
type = Width
trigger1 = 1
edge = 40,0
[State 1006, PosSet]
type = PosSet
trigger1 = Animelem = 1
y = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 20,4
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 80,1
channel = 1
[State 1004, PlaySnd]
type = PlaySnd
trigger1 = Animelem = 5
value = S101,26
volume = 255
channel = 3
ignorehitpause = 1
persistent = 1
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 8
x = 13
y = -1.5
[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(8) > 0
y = .25
[State 1004, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 8
stateType = A
physics = N
[State 820, Spark]
type = Explod
trigger1 = AnimElem = 8
anim = 66037
pos = 89,-76
postype = p1
ownpal = 1
bindtime = -1
removeongethit = 1
removetime = -1
ID = 66037
sprpriority = 2
scale = .5,.5
[State 820, Spark]
type = Explod
trigger1 = AnimElem = 8
anim = 66038
pos = 89,-76
postype = p1
ownpal = 1
bindtime = 1
vel = -.6,0
removeongethit = 1
pausemovetime = 255
removetime = -2
ID = 66038
sprpriority = 2
scale = .5,.5
[State 1000, Spark]
type = Explod
trigger1 = AnimElem = 8
Anim = 6186
pos = 5, 0
postype = p1
facing = 1
ownpal = 1
sprpriority = 3
supermovetime = -1
scale = .5,.5
[State 10955, Explod]
type = Explod
trigger1 = animelem = 8
anim = 6044
ID = 6044
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = 1
scale = .9,.9
sprpriority = 6
ontop = 1
ownpal = 1
removetime = 30
removeongethit = 1
ignorehitpause = 1
[State 1004, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SP
animtype = High
air.animtype = Back
damage = 35,18
priority = 7, Hit
hitflag = MAF
guardflag = MA
pausetime= 13,14
sparkno = S6143
sparkxy = -10,-85
guard.sparkno = S66077
hitsound = S100,20
guardsound = S50,6
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.ctrltime = 20
ground.velocity = -6.5,-4.5
guard.velocity = -8
air.velocity = -6.5,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
forcestand = 1
fall.envshake.time = 20
fall.envshake.freq = 180
fall.envshake.ampl = -2
fall.envshake.phase = 90
[State 1004, ChangeState]
type = ChangeState
triggerall = Animelemtime(8) > 0
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 6004
also im looking at his CLSN boxes again and matching him up in the mean time to see what happens. about to run a quick test
EDIT:
damn it no cigar....guess ill have to wait and see