
Board: Projects
Don't expect any of these to get ported. From what I've heard, it sounds like exA-Arcadia is very keen on keeping their stuff exclusive to arcades.That's why they're a mediocre company and these "re-releases" will be a massive flop.
Check the character's ground.front constant, under [Size]. The platform uses that to scale itself, so if it's too low (or even 0), you won't see it.I changed it to an appropriate size instead of the equation, it fits perfectly since it's for one video. Thanks!
;----- Wooden Planks -----
[State 50, Explod]
type= Explod
triggerall = NumEnemy >= 1
triggerall = P2Name != "Killer Whale"
triggerall = P4Name != "Killer Whale"
triggerall = P2Name != "Shining Force 2 Kraken"
triggerall = P4Name != "Shining Force 2 Kraken"
triggerall = P2Name != "Apocalypse"
triggerall = P4Name != "Apocalypse"
trigger1 = !NumExplod(70)
anim = 70
ID = 70
sprpriority = 0
postype = left
pausemovetime = -1
supermovetime = -1
ownpal = 1
[State 50, Explod]
type = Explod
triggerall = NumEnemy >= 2
triggerall = P2Name != "Killer Whale"
triggerall = P4Name != "Killer Whale"
triggerall = P2Name != "Shining Force 2 Kraken"
triggerall = P4Name != "Shining Force 2 Kraken"
triggerall = P2Name != "Apocalypse"
triggerall = P4Name != "Apocalypse"
trigger1 = !NumExplod(71)
anim = 70
ID = 71
sprpriority = 0
postype = left
pausemovetime = -1
supermovetime = -1
ownpal = 1
[State 50, Explod]
type = Explod
triggerall = NumPartner > 0
triggerall = Partner, Name != "Killer Whale"
triggerall = Partner, Name != "Shining Force 2 Kraken"
triggerall = Partner, Name != "Apocalypse"
trigger1 = !NumExplod(72)
anim = 70
ID = 72
sprpriority = 0
postype = left
pausemovetime = -1
supermovetime = -1
ownpal = 1
[State 50, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(70)
ID = 70
postype = left
sprpriority = 0
scale = (EnemyNear(0), Const(size.ground.front)) / 15, 1
pos = 160 + Ceil(EnemyNear(0), Pos X), Ceil(ScreenPos Y)
[State 50, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(71)
ID = 71
postype = left
sprpriority = 0
scale = (EnemyNear(1), Const(size.ground.front)) / 15, 1
pos = 160 + Ceil(EnemyNear(1), Pos X), Ceil(ScreenPos Y)
[State 50, ModifyExplod]
type = ModifyExplod
trigger1 = NumExplod(72)
ID = 72
postype = left
sprpriority = 0
scale = (Partner, Const(size.ground.front)) / 15, 1
pos = 160 + Ceil(Partner, Pos X), Ceil(ScreenPos Y)
[State 50, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(70) && !NumEnemy
ID = 70
[State 50, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(71) && NumEnemy < 2
ID = 71
[State 50, RemoveExplod]
type = RemoveExplod
trigger1 = NumExplod(72) && !NumPartner
ID = 72
;-------------------------