Board: M.U.G.E.N Development Help
yes it does exist and play perfectly when i use "sparkno = s6040"
and change the position to correct place with "sparkxy = 0,-100"

thank you
thanks all

[Statedef 430]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 430
sprpriority = 2
[State 430, 1]
type = HitDef
trigger1 = !MoveContact
attr = C, NA
damage = 360, 100
animtype = Heavy
givepower = 50, 50
hitflag = MAF ;HAF
guardflag = MA
p1stateno = 431
sparkno = -1
guard.sparkno = -1
hitsound = s5,2
guardsound = s7,1
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -2.5, -9.5
air.velocity = -2.0,-11
down.hittime = 20
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 430, Blood]
type = Explod
trigger1 = movehit
ignorehitpause = 1
trigger1 = time = 0
anim = 6040
pos = 0*const(size.xscale),-74*const(size.xscale)
postype = P2
sprpriority = 0
ownpal = 1
under = 1
[State 430, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


[Statedef 430]
type = S
movetype= A
physics = S
juggle = 1
ctrl = 0
anim = 430
sprpriority = 2
[State 430, 1]
type = HitDef
trigger1 = !MoveContact
attr = C, NA
damage = 90, 35
animtype = Heavy
givepower = 50, 50
hitflag = MAF ;HAF
guardflag = MA
p1stateno = 431
sparkno = -1
guard.sparkno = -1
hitsound = s5,2
guardsound = s7,1
ground.type = High
ground.slidetime = 5
ground.hittime = 11
ground.velocity = -2.5, -9.5
air.velocity = -2.0,-11
down.hittime = 20
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 430, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


)
);---------------------------------------
[Statedef 433]
type = S
movetype= A
physics = S
juggle = 8
ctrl = 0
anim = 2241
sprpriority = 2
[State 430, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = 5,2
[State 1200, 2atfw]
type = Explod
trigger1 = time = 1
anim = 888
pos = 0,0
postype = p1
ID = 7080
sprpriority = 1
removetime = 100
[State 2, blood111]
type = Helper
trigger1 = movehit
trigger1 = numhelper(16) < 1
ID = 16
stateno = 28
pos = 0, 0
postype = p1
persistent = 0
ignorehitpause = 1
[State 201, 347]
type = EnvShake
trigger1 = p2stateno = [130,155]
trigger1 = time = 5
time = 10
freq = 30
ampl = 5
[State 88500, Explod]
type = Explod
trigger1 = animelem = 1
anim = 888
id = 89
pos = 0*const(size.xscale), -5*const(size.xscale)
postype = p1
sprpriority = -1
ownpal = 1
removetime = 850
[State , 2]
type = HitDef
trigger1 = !MoveContact
attr = C, NA
damage = 100, 25
animtype = Back
hitflag = MAF ;HAF
guardflag = HL
pausetime = 0,2
sparkno = -1
sparkxy = -18,-100
guard.sparkno = -1
hitsound = 5,2
p2facing = 1
guardsound = 5,5
ground.cornerpush.veloff = -30
ground.type = High
guard.ctrltime = 20
guard.velocity = -25
guard.slidetime = 20
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.8,-12
air.velocity = -1.8,-13
yaccel = 0.38
envshake.time = 15
envshake.freq = 70
envshake.ampl = 7
fall = 1
fall.recover = 0
kill = (Var(9) = 0)
fall.kill = (Var(9) = 0)
guard.kill = (Var(9) = 0)
[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[State 430, 4]
type = CtrlSet
trigger1 = AnimElem = 8
value = 1
[State 430, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=2
value = 5,2

