"Simple Megaman example" [_1_][_2_][_3_] [_4_][_0_][_5_] [_6_][_7_][_8_] States 1000-1999 -> Ringman's stuff... [Statedef 1999]; Get equipped with type=S [State 1] type=Varadd trigger1 = !Time v=1 value = 2 ** 1 ;<--[_1_] ... States 2000-2999 -> Diveman's stuff... [Statedef 2999]; Get equipped with type=S [State 2] type=Varadd trigger1 = !Time v=1 value = 2 ** 2 ;<--[_2_] ... States 3000-3999 -> Skullman's stuff... [Statedef 3999]; Get equipped with type=S [State 3] type=Varadd trigger1 = !Time v=1 value = 2 ** 3 ;<--[_3_] ... States 4000-4999 -> Pharaohman's stuff... [Statedef 4999]; Get equipped with type=S [State 4] type=Varadd trigger1 = !Time v=1 value = 2 ** 4 ;<--[_4_] ... States 5000-5999 -> Brightman's stuff... [Statedef 5999]; Get equipped with type=S [State 5] type=Varadd trigger1 = !Time v=1 value = 2 ** 5 ;<--[_5_] ... States 6000-6999 -> Toadman's stuff... [Statedef 1999]; Get equipped with type=S [State 6] type=Varadd trigger1 = !Time v=1 value = 2 ** 6 ;<--[_6_] ... States 7000-7999 -> Drillman's stuff... [Statedef 7999]; Get equipped with type=S [State 7] type=Varadd trigger1 = !Time v=1 value = 2 ** 7 ;<--[_7_] ... States 8000-8999 -> Dustman's stuff... [Statedef 8999]; Get equipped with type=S [State 8] type=Varadd trigger1 = !Time v=1 value = 2 ** 8 ;<--[_8_] ... States 10000-10999 -> Painel... [Statedef 10000] ;Show the weapons type=S [State 1]; Ringman type=Explod triggerall=!Time trigger1 = ( Var(1) > = 2 ** 1 ) ;Must have this value [_1_] trigger1 = ( Var(1) % ( 2*(2 ** 1) ) >=( 2 ** 1 ) ) ;Study ;p anim=801 ... [State 2]; Diveman type=Explod triggerall=!Time trigger1 = ( Var(1) > = 2 ** 2 ) ;Must have this value [_2_] trigger1 = ( Var(1) % ( 2*(2 ** 2) ) >=( 2 ** 2 ) ) ;Study ;p anim=802 ... [State 3]; Skullman type=Explod triggerall=!Time trigger1 = ( Var(1) > = 2 ** 3 ) ;Must have this value [_3_] trigger1 = ( Var(1) % ( 2*(2 ** 3) ) >=( 2 ** 3 ) ) ;Study ;p anim=803 ... [State 4]; Pharaohman type=Explod triggerall=!Time trigger1 = ( Var(1) > = 2 ** 4 ) ;Must have this value [_4_] trigger1 = ( Var(1) % ( 2*(2 ** 4) ) >=( 2 ** 4 ) ) ;Study ;p anim=804 ... [State 5]; Brightman type=Explod triggerall=!Time trigger1 = ( Var(1) > = 2 ** 5 ) ;Must have this value [_5_] trigger1 = ( Var(1) % ( 2*(2 ** 5) ) >=( 2 ** 5 ) ) ;Study ;p anim=805 ... [State 6]; Toadman type=Explod triggerall=!Time trigger1 = ( Var(1) > = 2 ** 6 ) ;Must have this value [_6_] trigger1 = ( Var(1) % ( 2*(2 ** 6) ) >=( 2 ** 6 ) ) ;Study ;p anim=806 ... [State 7]; Drillman type=Explod triggerall=!Time trigger1 = ( Var(1) > = 2 ** 7 ) ;Must have this value [_7_] trigger1 = ( Var(1) % ( 2*(2 ** 7) ) >=( 2 ** 7 ) ) ;Study ;p anim=807 ... [State 8]; Dustlman type=Explod triggerall=!Time trigger1 = ( Var(1) > = 2 ** 8 ) ;Must have this value [_8_] trigger1 = ( Var(1) % ( 2*(2 ** 8) ) >=( 2 ** 8 ) ) ;Study ;p anim=808 ... Whatever the order... The values are save correctly. Used in this projects: VIDEO VIDEO cya