Well...yeah.
First of, thanks goes to Seravy. I have used his code and credited him. That way, the Z version of Starburst, which is Meteoric Debris, finally has got tails.
Everything works fine, but the tails wont disappear, if the stars are gone.
;----------------------
;Meteoric Depris Star 1
[Statedef 1205]
Type = A
Movetype= A
Physics = N
Ctrl = 0
Sprpriority = 5
anim = 1205
[State 2105]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1205]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
ignorehitpause = 1
[State 2105]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1
[State 2000, 1] ;Credits goes to Seravy
type = Helper
trigger1 = !time
pos = 0,0
postype = p1
ID=1210
name = "Tail"
stateno = 1210
ownpal = 1
IgnoreHitPause = 1
[State 2105, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1002
ignorehitpause = 1
[State 2105, hitby]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1
[State 2003]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = (Random %41+(pos Y/5))
[State 194]
type = Veladd
trigger1 = time>0
x = cos(fvar(0)*pi/180)*0.25
y = -sin(fvar(0)*pi/180)*0.25
[State 194, ‰Á‘¬]
type = Velset
trigger1 = time=0
x = cos(fvar(0)*pi/180)*7.5
y = -sin(fvar(0)*pi/180)*7.5
[State 2105]
type= HitDef
trigger1 = !Movecontact
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(10*(root,fvar(10))), 5
animtype = Medium
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 0, 1
sparkno = S1202
guard.sparkno = S8300
sparkxy = -30+random%10,-28+random%10
hitsound = s1,10
guardsound = s2,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8, 0
guard.velocity = -8
air.velocity = -4,-5
airguard.velocity= -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 1
fall.recovertime = 39
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5
[State 2105, ChangeState]
type = changestate
trigger1 = var(0)
value = 1203
[State 2105]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -42
;----------------------
;Meteoric Depris Star 2
[Statedef 1206]
Type = A
Movetype= A
Physics = N
Ctrl = 0
Sprpriority = 5
anim = 1206
[State 2105]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1205]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
ignorehitpause = 1
[State 2105]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1
[State 2000, 1] ;Credits goes to Seravy
type = Helper
trigger1 = !time
pos = 0,0
postype = p1
ID=1210
name = "Tail"
stateno = 1210
ownpal = 1
IgnoreHitPause = 1
[State 2105, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1002
ignorehitpause = 1
[State 2105, hitby]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1
[State 2003]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = (Random %41+(pos Y/5))
[State 194]
type = Veladd
trigger1 = time>0
x = cos(fvar(0)*pi/180)*0.25
y = -sin(fvar(0)*pi/180)*0.25
[State 194, ‰Á‘¬]
type = Velset
trigger1 = time=0
x = cos(fvar(0)*pi/180)*7.5
y = -sin(fvar(0)*pi/180)*7.5
[State 2105]
type= HitDef
trigger1 = !Movecontact
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(10*(root,fvar(10))), 5
animtype = Medium
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 0, 1
sparkno = S1202
guard.sparkno = S8300
sparkxy = -30+random%10,-28+random%10
hitsound = s1,10
guardsound = s2,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8, 0
guard.velocity = -8
air.velocity = -4,-5
airguard.velocity= -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 1
fall.recovertime = 39
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5
[State 2105, ChangeState]
type = changestate
trigger1 = var(0)
value = 1203
[State 2105]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -42
;----------------------
;Meteoric Depris Star 3
[Statedef 1207]
Type = A
Movetype= A
Physics = N
Ctrl = 0
Sprpriority = 5
anim = 1207
[State 2105]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1205]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
ignorehitpause = 1
[State 2105]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1
[State 2000, 1] ;Credits goes to Seravy
type = Helper
trigger1 = !time
pos = 0,0
postype = p1
ID=1210
name = "Tail"
stateno = 1210
ownpal = 1
IgnoreHitPause = 1
[State 2105, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1002
ignorehitpause = 1
[State 2105, hitby]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1
[State 2003]
Type = VarSet
Trigger1 = Time = 0
fvar(0) = (Random %41+(pos Y/5))
[State 194]
type = Veladd
trigger1 = time>0
x = cos(fvar(0)*pi/180)*0.25
y = -sin(fvar(0)*pi/180)*0.25
[State 194, ‰Á‘¬]
type = Velset
trigger1 = time=0
x = cos(fvar(0)*pi/180)*7.5
y = -sin(fvar(0)*pi/180)*7.5
[State 2105]
type= HitDef
trigger1 = !Movecontact
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(10*(root,fvar(10))), 5
animtype = Medium
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 0, 1
sparkno = S1202
guard.sparkno = S8300
sparkxy = -30+random%10,-28+random%10
hitsound = s1,10
guardsound = s2,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8, 0
guard.velocity = -8
air.velocity = -4,-5
airguard.velocity= -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 1
fall.recovertime = 39
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5
[State 2105, ChangeState]
type = changestate
trigger1 = var(0)
value = 1203
[State 2105]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -42
;----------------------
;Meteoric Depris Star 4
[Statedef 1208]
Type = A
Movetype= A
Physics = N
Ctrl = 0
Sprpriority = 5
anim = 1208
[State 2105]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 1205]
type = AngleDraw
trigger1 = 1
scale = 0.5,0.5
ignorehitpause = 1
[State 2105]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 256, 256
ignorehitpause = 1
[State 2000, 1] ;Credits goes to Seravy
type = Helper
trigger1 = !time
pos = 0,0
postype = p1
ID=1210
name = "Tail"
stateno = 1210
ownpal = 1
IgnoreHitPause = 1
[State 2105, HitOverride]
type = hitoverride
trigger1 = 1
attr = SCA,AA,AP,AT
time = -1
stateno = 1002
ignorehitpause = 1
[State 2105, hitby]
type = hitby
trigger1 = 1
value = SCA,AP
time = -1
[State 2003]
Type = VarSet
Trigger1 = Time = 0
var(18) = (Random %41+(pos Y/5))
[State 194]
type = Veladd
trigger1 = time>0
x = cos(fvar(0)*pi/180)*0.25
y = -sin(fvar(0)*pi/180)*0.25
[State 194, ‰Á‘¬]
type = Velset
trigger1 = time=0
x = cos(fvar(0)*pi/180)*7.5
y = -sin(fvar(0)*pi/180)*7.5
[State 2105]
type= HitDef
trigger1 = !Movecontact
attr = A, SP
hitflag = MAF
guardflag = MA
damage = ceil(10*(root,fvar(10))), 5
animtype = Medium
air.animtype = Back
ground.type = High
priority = 6, Hit
pausetime = 0, 1
sparkno = S1202
guard.sparkno = S8300
sparkxy = -30+random%10,-28+random%10
hitsound = s1,10
guardsound = s2,0
ground.slidetime = 23
ground.hittime = 23
guard.hittime = 21
air.hittime = 23
guard.ctrltime = 21
airguard.ctrltime = 21
ground.velocity = -8, 0
guard.velocity = -8
air.velocity = -4,-5
airguard.velocity= -4,-5
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 0
fall.recover = 1
fall.recovertime = 39
air.fall = 1
yaccel = 0.4
envshake.time = 10
envshake.freq = 90
envshake.ampl = 5
[State 2105, ChangeState]
type = changestate
trigger1 = var(0)
value = 1203
[State 2105]
type = DestroySelf
trigger1 = FrontEdgeBodyDist <= -42
;----------------------
;Meteoric Debris Tail
[Statedef 1210]
type = A
movetype= A
physics = N
Velset = 0,0
sprpriority = 8
ctrl = 0
anim = parent,anim+10
[State noshadow]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State Trans]
Type = Trans
trigger1 = 1
Trans = add
IgnoreHitPause = 1
[State 1000, 0]
type = AngleSet
trigger1 = !time
value = parent,Var(18)-90
[State 1000, 0]
type = Varset
trigger1 = Parent,Vel x != 0
trigger1 = Parent,Vel y != 0
fv = 0
value = Parent,Vel x/(cos((atan(Parent,Vel y/Parent,Vel x)*180/pi)*pi/180))/12.8
[State 1000, 0]
type = Varset
trigger1 = Parent,Vel x = 0
trigger1 = Parent,Vel y > 0
v = 17
value = Parent,Vel x/(cos(270*pi/180))/12.8
[State 1000, 0]
type = Varset
trigger1 = Parent,Vel x = 0
trigger1 = Parent,Vel y < 0
v = 17
value = Parent,Vel x/(cos(90*pi/180))/12.8
[State 1000, 0]
type = Varset
trigger1 = Parent,Vel x > 0
trigger1 = Parent,Vel y = 0
v = 17
value = Parent,Vel x/(cos(360*pi/180))/12.8
[State 1000, 0]
type = Varset
trigger1 = Parent,Vel x < 0
trigger1 = Parent,Vel y = 0
v = 17
value = Parent,Vel x/(cos(180*pi/180))/12.8
[State 1000, 0]
type = AngleDraw
trigger1 = 1
scale = 2,17*0.6
[State 230, 3]
type = BindToParent
trigger1 = 1
pos = 0,0
How can I make the tails check, whenever the parent of the tail is gone. Thanks in advance!