Somebody had requested for me to re-upload Omega Zero hates Homer (for that old fad) which is one reason why I'm bringing back up Omega Zero. Also had plans on having a new custom intro against Childre Inrarabbita (WIP) at one point.
Also, if it helps, here's an update to his Aura Shadow code.
;---------------------------------------------------------------------------
; Aura Shadow
[Statedef 9999]
sprpriority = -10
movetype = I
ctrl = 0
[State 9999, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 9999, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
[State 9999, AssertSpecial]
type = AssertSpecial
trigger1 = !AnimExist(Root, Anim)
trigger2 = Time <= 0
flag = Invisible
[State 9999, SprPriority]
type = SprPriority
trigger1 = 1
value = -10
[State 9999, BindToRoot]
type = BindToRoot
trigger1 = 1
facing = 1
pos = 0,0
time = 1
[State 9999, PalFX]
type = PalFX
trigger1 = 1
time = 1
color = 0
add = 250,250,250
mul = 250,250,250
;----- Set Animation -----
[State 9999, VarSet] ; Binded Animation Fix
type = VarSet
trigger1 = Root, HitPauseTime = 0
var(0) = Root, AnimElemNo(0)
[State 9999, Anim]
type = ChangeAnim
trigger1 = AnimExist(Root, Anim)
value = Root, Anim
elem = Var(0)
[State 9999, Anim]
type = ChangeAnim
triggerall = Root, StateNo >= 2102
triggerall = Root, StateNo < 2105
triggerall = Root, HitPauseTime > 0
trigger1 = Root, AnimElemNo(0) > AnimElemNo(0)
value = Root, Anim
elem = Root, AnimElemNo(0)
;-------------------------
;----- Scale Timer -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = Var(10) >= 230
var(10) = 0
[State 9999, VarAdd]
type = VarAdd
trigger1 = Time > 0
trigger1 = Root, StateNo != 190
var(10) = 1
;-------------------------
;----- Size X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(0) < 1.20
fvar(0) = 1.30
[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(0) >= 1.20
fvar(0) = -0.05
;-------------------------
;----- Size Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
trigger2 = FVar(1) <= 1.10
fvar(1) = 1.20
[State 9999, VarAdd]
type = VarAdd
trigger1 = FVar(1) > 1.10
fvar(1) = -0.05
;-------------------------
;----- Resize X Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(10) = 0.05
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 100
trigger1 = Var(10) < 125
fvar(10) = 0.025
; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 200
trigger1 = Var(10) < 225
fvar(10) = -0.025
;-------------------------
;----- Resize Y Scale -----
[State 9999, VarSet]
type = VarSet
trigger1 = Time <= 0
fvar(11) = 0.025
; -=[ Grow ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 100
trigger1 = Var(10) < 125
fvar(11) = 0.025
; -=[ Shrink ]=-
[State 9999, VarAdd]
type = VarAdd
triggerall = TimeMod = 4,0
trigger1 = Var(10) >= 200
trigger1 = Var(10) < 225
fvar(11) = -0.025
;-------------------------
;----- Size Scale Draw -----
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, StateNo = 190
scale = (FVar(0) + FVar(10)) - 0.1, (FVar(1) + FVar(11)) - 0.1
[State 9999, AngleDraw]
type = AngleDraw
trigger1 = Root, StateNo != 190
scale = FVar(0) + FVar(10), FVar(1) + FVar(11)
;-------------------------
[State 9999, Trans]
type = null ;Trans
trigger1 = 1
trans = addalpha
alpha = 200,200
[State 9999, 1]
type = null ;AfterImage
trigger1 = Time <= 0
ignorehitpause = 1
time = 0
TimeGap = 1
FrameGap = 1
length = 5
PalBright = 100,100,100
PalContrast = 100,100,100
Trans = addalpha
[State 9999, AfterImage]
type = null ;AfterImageTime
trigger1 = 1
ignorehitpause = 1
time = 2
[State 9999, Variables]
type = DisplayToClipboard
trigger1 = 1
text = "Size X: %f Size Y: %f Timer: %d"
params = FVar(0), FVar(1), Var(10)
[State 9999, Destroy]
type = DestroySelf
trigger1 = Anim = 185
trigger1 = AnimElem = 10, >= 0
trigger2 = Root, StateType = L
trigger3 = Root, Anim >= 5110
trigger3 = Root, Alive = 0
Works on my current Omega Zero (with the MMZ/ZX sprites).
Although, if DeathMasterReaper wishes to use the aura, he'll might have to add this in statedef -2.
;--------------------
; Aura Shadow
[State -2, Helper]
type = Helper
triggerall = Alive
triggerall = NumHelper(9999) = 0
trigger1 = RoundState > 0
trigger1 = RoundState < 3
trigger1 = StateNo != 180
trigger1 = StateNo != 190
trigger2 = StateNo = 190
trigger2 = Anim = 191
trigger2 = AnimElem = 9
helpertype = normal
name = "Aura Shadow"
pausemovetime = 100000000
supermovetime = 100000000
id = 9999
pos = 0,0
postype = p1
stateno = 9999
keyctrl = 0
ownpal = 1
;--------------------
EDIT: Ju$t F0r t3h LuLZ!