Hello, I'm a newbie. The character's rival Blob periodically disappears during an autoboy. Perhaps during an attempt to "swallow". Here's a videoVIDEO ;-----------------------------------------------Arresso 2 (comer) ;---------------------------------------inicio [Statedef 1901] type = S movetype= A physics = S juggle = 5 velset = 0,0 poweradd = 20 anim = 1901 ctrl = 0 [State 1901, pega] ;Perto do oponente type = HitDef trigger1 = AnimElem = 1 attr = S, NT animtype = low damage = 20 pausetime = 0,3 sparkxy = 0, 260 ground.type = low p1stateno = 801 p2stateno = 902 ground.slidetime = 2 ground.hittime = 20 ground.velocity = -1 [State 1901, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-----------------------------------Pegando [Statedef 801] type = S movetype= A physics = S anim = 8011 sprpriority = -1 poweradd = 75 [State 801, Bind] type = TargetBind trigger1 = animelem = 1, >=0 trigger1 = animelem = 2, < 0 pos = 10, -0 time = 1 [State 801, Bind] type = TargetBind trigger1 = animelem = 3, >=0 trigger1 = animelem = 4, < 0 pos = 10, -0;-60 time = 1 [State 801, Bind] type = TargetBind trigger1 = animelem = 5, >=0 trigger1 = animelem = 6, < 0 pos = 13,-80 time = 1 [State 801, Bind] type = TargetBind trigger1 = animelem = 7 pos = 2, 0 time = 1 [State 801, liftoff] type = sprpriority Trigger1 = animelem = 7 value = 2 ;aciona o state invisivel para p2 [State 801, invisp2] type = TargetState Trigger1 = animelem = 7 value = 9011 ctrl = 0 [State 801, mast] type = ChangeState trigger1 = animelem = 8 value = 803 ;-----------------------------------------------------mastigando [Statedef 803] type = A movetype= A ;Get hit physics = N anim = 803 ctrl = 0 [state 1, varclay] type = varset triggerall = var(2) >=1 trigger1 = time = 0 v = 30 value = 1 ;dentro da barriga [State 803, som] type = playsnd trigger1 = time = 0 value = 0,8 [State 803, 1] type = screenbound Trigger1 = 1 value = 0 ;se o adversбrio for atingido volta ao normal [State 803, normal] type = ChangeState Trigger1 = P2MoveType = H value = 0 ctrl=1 [State 803, cuspe] type = ChangeState Trigger1 = animelem = 13 value = 805 ;--------------------------------------segundo player sendo engolido [Statedef 902] type = A movetype= H physics = N ctrl = 0 ;animaзгo do p2 sendo engolido [State 902, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 804 ;nгo movimentar tela [State 902,ntela] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 902, n2tela] type = screenbound Trigger1 = 1 value = 0 ;----------------------------------------p2 imovel,invisivel e cria uma caixa de colisгo [Statedef 9011] type = S movetype= I;H physics = S;N juggle = 1 velset = 0,0 ctrl = 0 [State 9011,ntela] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 9011, 1] type = Changeanim2 trigger1 = time = 0 value = 9011 ;------------------------------------------final do arremesso usando um hit, para fazer p2 voltar ao normal [Statedef 805] type = A movetype= A physics = C juggle = 7 poweradd= 70 ctrl = 0 anim = 450 sprpriority = 2 [State 805, 2] type = PlaySnd trigger1 = Time = 2 value = 3,8 [State 805, 3] type = HitDef triggerall =var(57)=0 trigger1 = Time = 0 attr = S, NT damage = 102 hitflag = MAFD guardflag = L pausetime = 0,3 sparkno = -1 sparkxy = 0,0 ;;hitsound = 5,2 ;guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-10 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 [State 805, 3] type = HitDef triggerall =var(57)=1 trigger1 = Time = 0 attr = S, NT damage = 85 hitflag = MAFD guardflag = L pausetime = 0,3 sparkno = -1 sparkxy = 0,0 ;;hitsound = 5,2 ;guardsound = 6,0 ground.type = Trip ground.slidetime = 10 ground.hittime = 15 ground.velocity = -1.5,-10 air.velocity = -1.2,-3 guard.velocity = -5 fall = 1 kill = 0 [State 805, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 I also use such code in the cmd file ... [State -1, AI Hyper Tatsumaki] type = changestate triggerall = (roundstate = 2) && Power >=1 triggerall = (statetype != A) && (p2statetype != L) trigger1 = (Ctrl) && (random = [0,160]) trigger2 = ((Stateno = 640) || (Stateno = 650)) && MoveHit trigger3 = (Stateno = 1300) && (AnimElem = 11) && MoveHit value = 1901 With statetype = S it periodically rises into the air. Stateno also tried to change