[State -3, Super bg]
type = explod
triggerall = Stateno = [3800,3999]
trigger1 = (Roundstate = 3) && (NumExplod(9999) < 1) && (P2Life <= 0) && (Life > 0)
ID = 9999
anim = 9999
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State -3, Super bg]
type = removeexplod
trigger1 = Roundstate = 4
ID = 9999
Your triggerall will be different, or not there. My anim 9999 is actually the animated explosion effect. Some people use 9999 as a blank animation*