Somebody had requested for me to re-upload Omega Zero hates Homer (for that old fad) which is one reason why I'm bringing back up Omega Zero. Also had plans on having a new custom intro against Childre Inrarabbita (WIP) at one point.

Also, if it helps, here's an update to his Aura Shadow code.

;---------------------------------------------------------------------------

; Aura Shadow

[Statedef 9999]

sprpriority = -10

movetype = I

ctrl = 0

[State 9999, NotHitBy]

type = NotHitBy

trigger1 = 1

value = SCA

time = 1

[State 9999, PlayerPush]

type = PlayerPush

trigger1 = 1

value = 0

[State 9999, AssertSpecial]

type = AssertSpecial

trigger1 = 1

flag = NoShadow

[State 9999, AssertSpecial]

type = AssertSpecial

trigger1 = !AnimExist(Root, Anim)

trigger2 = Time <= 0

flag = Invisible

[State 9999, SprPriority]

type = SprPriority

trigger1 = 1

value = -10

[State 9999, BindToRoot]

type = BindToRoot

trigger1 = 1

facing = 1

pos = 0,0

time = 1

[State 9999, PalFX]

type = PalFX

trigger1 = 1

time = 1

color = 0

add = 250,250,250

mul = 250,250,250

;----- Set Animation -----

[State 9999, VarSet] ; Binded Animation Fix

type = VarSet

trigger1 = Root, HitPauseTime = 0

var(0) = Root, AnimElemNo(0)

[State 9999, Anim]

type = ChangeAnim

trigger1 = AnimExist(Root, Anim)

value = Root, Anim

elem = Var(0)

[State 9999, Anim]

type = ChangeAnim

triggerall = Root, StateNo >= 2102

triggerall = Root, StateNo < 2105

triggerall = Root, HitPauseTime > 0

trigger1 = Root, AnimElemNo(0) > AnimElemNo(0)

value = Root, Anim

elem = Root, AnimElemNo(0)

;-------------------------

;----- Scale Timer -----

[State 9999, VarSet]

type = VarSet

trigger1 = Time <= 0

trigger2 = Var(10) >= 230

var(10) = 0

[State 9999, VarAdd]

type = VarAdd

trigger1 = Time > 0

trigger1 = Root, StateNo != 190

var(10) = 1

;-------------------------

;----- Size X Scale -----

[State 9999, VarSet]

type = VarSet

trigger1 = Time <= 0

trigger2 = FVar(0) < 1.20

fvar(0) = 1.30

[State 9999, VarAdd]

type = VarAdd

trigger1 = FVar(0) >= 1.20

fvar(0) = -0.05

;-------------------------

;----- Size Y Scale -----

[State 9999, VarSet]

type = VarSet

trigger1 = Time <= 0

trigger2 = FVar(1) <= 1.10

fvar(1) = 1.20

[State 9999, VarAdd]

type = VarAdd

trigger1 = FVar(1) > 1.10

fvar(1) = -0.05

;-------------------------

;----- Resize X Scale -----

[State 9999, VarSet]

type = VarSet

trigger1 = Time <= 0

fvar(10) = 0.05

; -=[ Grow ]=-

[State 9999, VarAdd]

type = VarAdd

triggerall = TimeMod = 4,0

trigger1 = Var(10) >= 100

trigger1 = Var(10) < 125

fvar(10) = 0.025

; -=[ Shrink ]=-

[State 9999, VarAdd]

type = VarAdd

triggerall = TimeMod = 4,0

trigger1 = Var(10) >= 200

trigger1 = Var(10) < 225

fvar(10) = -0.025

;-------------------------

;----- Resize Y Scale -----

[State 9999, VarSet]

type = VarSet

trigger1 = Time <= 0

fvar(11) = 0.025

; -=[ Grow ]=-

[State 9999, VarAdd]

type = VarAdd

triggerall = TimeMod = 4,0

trigger1 = Var(10) >= 100

trigger1 = Var(10) < 125

fvar(11) = 0.025

; -=[ Shrink ]=-

[State 9999, VarAdd]

type = VarAdd

triggerall = TimeMod = 4,0

trigger1 = Var(10) >= 200

trigger1 = Var(10) < 225

fvar(11) = -0.025

;-------------------------

;----- Size Scale Draw -----

[State 9999, AngleDraw]

type = AngleDraw

trigger1 = Root, StateNo = 190

scale = (FVar(0) + FVar(10)) - 0.1, (FVar(1) + FVar(11)) - 0.1

[State 9999, AngleDraw]

type = AngleDraw

trigger1 = Root, StateNo != 190

scale = FVar(0) + FVar(10), FVar(1) + FVar(11)

;-------------------------

[State 9999, Trans]

type = null ;Trans

trigger1 = 1

trans = addalpha

alpha = 200,200

[State 9999, 1]

type = null ;AfterImage

trigger1 = Time <= 0

ignorehitpause = 1

time = 0

TimeGap = 1

FrameGap = 1

length = 5

PalBright = 100,100,100

PalContrast = 100,100,100

Trans = addalpha

[State 9999, AfterImage]

type = null ;AfterImageTime

trigger1 = 1

ignorehitpause = 1

time = 2

[State 9999, Variables]

type = DisplayToClipboard

trigger1 = 1

text = "Size X: %f Size Y: %f Timer: %d"

params = FVar(0), FVar(1), Var(10)

[State 9999, Destroy]

type = DestroySelf

trigger1 = Anim = 185

trigger1 = AnimElem = 10, >= 0

trigger2 = Root, StateType = L

trigger3 = Root, Anim >= 5110

trigger3 = Root, Alive = 0

Works on my current Omega Zero (with the MMZ/ZX sprites).

Although, if DeathMasterReaper wishes to use the aura, he'll might have to add this in statedef -2.

;--------------------

; Aura Shadow

[State -2, Helper]

type = Helper

triggerall = Alive

triggerall = NumHelper(9999) = 0

trigger1 = RoundState > 0

trigger1 = RoundState < 3

trigger1 = StateNo != 180

trigger1 = StateNo != 190

trigger2 = StateNo = 190

trigger2 = Anim = 191

trigger2 = AnimElem = 9

helpertype = normal

name = "Aura Shadow"

pausemovetime = 100000000

supermovetime = 100000000

id = 9999

pos = 0,0

postype = p1

stateno = 9999

keyctrl = 0

ownpal = 1

;--------------------

**EDIT:** Ju$t F0r t3h LuLZ!