add to state 190:
[State 190, ChangeState]
type = ChangeState
triggerall = Time = 0
triggerall = numenemy
trigger1 = enemy,authorname = "gm"
trigger1 = enemy,name = "ibuki"
value = 100191
add in the cns:
[Statedef 100191]
type = A
physics = N
ctrl = 0
anim = 100191
velset = 0,0
sprpriority = -4
[state -2, helper]
type = helper
trigger1 = time = 0
ID = 60000
pos = 0,0
postype = p1
stateno = 60000
helpertype = normal
bindtime = -1
name = "toumei"
ownpal = 1
keyctrl = 0
[State -2, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
[State -2, PosSet]
type = PosAdd
trigger1 = RoundState = 0
x = 150
y = -100
persistent = 0
[State 191, ƒAƒjƒ•ÏX]
type = ChangeAnim
trigger1 = RoundState = 0
value = 100191
[State -2, velset]
type = velset
trigger1 = RoundState = 1
trigger1 = anim = 100191
x = -15.0
y = 10.0
persistent = 0
[State -2, changeanim]
type = changeanim
triggerall = anim = 100191
trigger1 = facing = 1
trigger1 = pos X < ceil(50*const(size.xscale))
trigger2 = facing = -1
trigger2 = pos X > ceil(-50*const(size.xscale))
value = 100192
persistent = 0
[State -2, velset]
type = velset
trigger1 = anim = 100192
x = 0
y = 0
persistent = 0
;[State -2, playsnd]
;type = playsnd
;trigger1 = anim = 100192
;value = 4000,0
;persistent = 0
;[State -2, Explod]
;type = Explod
;trigger1 = anim = 100192
;anim = 8130
;pos = ceil(-50*const(size.xscale)),ceil(-55*const(size.yscale))
;postype = p1
;sprpriority = 10
;bindtime = 1
;persistent = 0
;ownpal = 1
;scale = const(size.xscale),const(size.yscale)
[State -2, changeanim]
type = changeanim
trigger1 = anim = 100192
trigger1 = animtime = 0
value = 100193
[State -2, velset]
type = velset
trigger1 = anim = 100193
x = -15.0
y = 10.0
persistent = 0
[State 192, ChangeAnim]
type = ChangeAnim
triggerall = pos Y >= 0
trigger1 = anim = 100191
trigger2 = anim = 100193
value = 100194
persistent = 0
[State 20, 1]
type = VelSet
trigger1 = anim = 100194
x = 0
y = 0
persistent = 0
[State 192, posset]
type = posset
trigger1 = anim = 100194
x = helper(60000),pos X
y = 0
persistent = 0
;[State -2, playsnd]
;type = playsnd
;trigger1 = anim = 100194
;trigger1 = animelem = 1
;value = 52,0
[State -2, playsnd]
type = playsnd
trigger1 = anim = 100194
trigger1 = animelem = 8
value = 2,1
[State 192, AssertSpecial]
type = AssertSpecial
trigger1 = Time = [0,180]
add to air:
[Begin Action 100191]
640, 3, 0, 0, 3, H
640, 4, 0, 0, -1, H
[Begin Action 100192]
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
640, 4, 1, 0, 1, H
640, 4, -1, 0, 1, H
[Begin Action 100193]
640, 4, 0, 0, -1, H
[Begin Action 100194]
11, 0, -7, 0, 8, H
6, 0, 0, 0, 3
6, 1, 0, 0, 2
6, 2, 0, 0, 1
12, 0, 0, 0, 3
12, 1, 0, 0, 3
12, 2, 0, 0, 4
12, 3, 0, 0, 2
;12, 4, 0, 0, 3
;12, 5, 0, 0, 4
;12, 6, 0, 0, 6
191,20, 0,0, 3
191,21, 0,0, 3;1ctrl
191,22, 0,0, 3
191,23, 0,0, 4
191,24, 0,0, 3
191,25, 0,0, 2
[Begin Action 9999]
-1, 0, 0, 0, -1