CHEAT SHEET CODE:
This is to get the bomb working as it should, but only use this if you're going to keep the move. Replace the entire contents of the state numbers 1081-1082 with this:
;=============
[Statedef 1081]; Bomb falling
type = A
movetype= A
physics = N
anim = 1081
ctrl = 0
[State 1081, VelSet]
type = VelSet
trigger1 = time = 0
x = 4
y = -5
[State Gravity]
type = Gravity
trigger1 = 1
[State 1081, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,SP
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Hit ;Hit,Miss,Dodge
damage = 0,0
pausetime = 0,8
sparkno = 3
sparkxy = -10,0
;hitsound = S5,0
guardsound = s6,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity= 0
air.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
[State HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1083
[State 1081, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1083
[State 1081, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 1082
[Statedef 1082]; Bomb land
type = S
movetype= A
physics = N
anim = 1082
ctrl = 0
velset = 0,0
[State 0, VelSet]
type = VelSet
trigger1 = !time
y = 0
x = 0
[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0
[State 0, AttackDist]
type = AttackDist
trigger1 = 1
value = 10
[State 0, PalFXWiz]
type = PalFX
trigger1 = Time = 80
trigger2 = Time = 100
trigger3 = Time = 120
time = 10
add = 90,-200,-200
mul = 256,256,256
sinadd = 30,100,20,30
invertall = 0
color = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 = Time = 120
trigger2 = Time = 130
time = 5
add = 90,-200,-200
mul = 256,256,256
sinadd = 7,100,20,30
invertall = 0
color = 0
[State 0, PalFXWiz]
type = PalFX
trigger1 = Time = 140
trigger3 = Time = 144
trigger5 = Time = 148
time = 4
add = 90,-200,-200
mul = 256,256,256
sinadd = 2,100,20,30
invertall = 0
color = 0
[State HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1083
[State 1082, ChangeState]
type = ChangeState
trigger1 = Time >= 150
value = 1083
[Statedef 1083]; Bomb explosion
type = A
movetype= A
physics = N
juggle = 4
ctrl = 0
sprpriority = 2
velset = 0,0
anim = 1083
[State PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5,24
[State 1001]
type = HitDef
trigger1 = time = 0
attr = A, SP
damage = 40,4
getpower = 50,10
givepower = 40
animtype = heavy
guardflag = MA
hitflag = MAF
pausetime = 0,0
sparkno = S7502;3
sparkxy = 0,-15
hitsound = s5,1
guardsound = s6,0
ground.type = high
air.animtype = Back
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -6,-4
air.animtype = Back
air.velocity = -6,-4
air.juggle = 3
air.fall = 1
down.velocity = -6,-4
down.hittime = 30
down.bounce = 0
fall = 1
[State 1001]
type = DestroySelf
trigger1 = animtime = 0
;For the animation file, replace the original bomb animation and the explosion with these two:
;BOMB
[Begin Action 1081]
Clsn1Default: 1
Clsn1[0] = -8, -15, 9, 2
Clsn2Default: 1
Clsn2[0] = -8, -15, 9, 2
176,0, -9,-15, 2
176,1, -7,-15, 2
176,0, -9,2, 2,V
176,1, 8,-15, 2,H
;Explosion
[Begin Action 1083]
Clsn1: 1
Clsn1[0] = -48, -41, 48, 46
1084,0, 0,0, 1,, A
Clsn1: 1
Clsn1[0] = -48, -41, 48, 46
1084,0, 0,0, 1,, A
Clsn1: 1
Clsn1[0] = -48, -41, 48, 46
1084,1, 0,0, 1,, A
Clsn1: 1
Clsn1[0] = -48, -41, 48, 46
1084,2, 0,0, 1,, A
1084,3, 0,0, 1,, A
1084,4, 0,0, 1,, A
1084,5, 0,0, 1,, A
1084,6, 0,0, 1,, A
1084,7, 0,0, 1,, A
1084,8, 0,0, 1,, A
1084,9, 0,0, 1,, A
1084,10, 0,0, 1,, A
1084,11, 0,0, 1,, A
1084,12, 0,0, 1,, A
1084,13, 0,0, 1,, A
1084,14, 0,0, 1,, A
1084,15, 0,0, 1,, A
1084,16, 0,0, 1,, A
1084,17, 0,0, 1,, A
1084,18, 0,0, 1,, A
1084,19, 0,0, 1,, A
1084,20, 0,0, 1,, A
1084,21, 0,0, 1,, A
1084,22, 0,0, 1,, A
1084,23, 0,0, 1,, A
1084,24, 0,0, 1,, A
1084,25, 0,0, 1,, A
1084,26, 0,0, 1,, A
1084,27, 0,0, 1,, A
1084,28, 0,0, 1,, A
1084,29, 0,0, 1,, A
1084,30, 0,0, 1,, A
1084,31, 0,0, 1,, A
1084,32, 0,0, 1,, A
1084,33, 0,0, 1,, A
1084,34, 0,0, 1,, A
1084,35, 0,0, 1,, A
1084,36, 0,0, 1,, A
1084,37, 0,0, 1,, A
1084,38, 0,0, 1,, A
1084,39, 0,0, 1,, A
1084,40, 0,0, 1,, A
1084,41, 0,0, 1,, A
1084,42, 0,0, 1,, A
1084,43, 0,0, 1,, A
1084,44, 0,0, 1,, A
1084,45, 0,0, 1,, A
1084,46, 0,0, 1,, A