You're changing explod as you travel up the power settings. You need to remove the old one when you hit a new setting.Creation triggers are power > 1000, power = [1000,1999] and power = [2000,3000]Give each explod an unique ID and remove it when power > 1000/2000All same state.
R[E]ika said, November 02, 2007, 08:29:42 pmpost your code...[Statedef 1000]Type =Sphysics = Sanim = 1000ctrl = 0velset = 0,0[State 1000, PowerAdd]type = PowerAddtrigger1 = ((GameTime%3) = 0) && (command = "hold_x") && (command = "hold_a")value = 25[State 1000, Explod]type = Explod;trigger1 = animelem = 4trigger1 = power > 2000;trigger1 = (command = "hold_x") && (command = "hold_a");trigger1 = command = "hold"trigger1 = time = 0anim = 1100ID = 1100pos = 0,0postype = p1 ;p2,front,back,left,rightfacing = 1vfacing = 1bindtime = 1vel = 0,0accel = 0,0random = 0,0removetime = -1;supermove;ausemovescale = 1,1sprpriority = 3ontop = 1shadow = 0,0,0ownpal = 1removeongethit = 0trans = add[State 1001, RemoveExplod]type = RemoveExplodtrigger1 = (command != "hold_x") || (command != "hold_a")id = 1100[State 1000, Explod]type = Explodtrigger1 = animelem = 4trigger1 = power <= 2000anim = 6030;ID = 6030;pos = 0,0;-110,-190postype = p1 ;p2,front,back,left,rightfacing = 1vfacing = 1bindtime = 1vel = 0,0accel = 0,0random = 0,0removetime = -1supermovepausemovescale = 1,1sprpriority = 2ontop = 0shadow = 0,0,0ownpal = 0removeongethit = 0;ignorehitpause =;persistent =[State 1000, RemoveExplod]type = RemoveExplodtrigger1 = time = 0trigger1 = power > 2000id = 6030;Var(9);ignorehitpause =;persistent =[State 1000, Explod2]type = Explodtrigger1 = AnimElem = 4trigger1 = power >= 4000anim = 6192ID = 6192pos = -60,60postype = p1 ;p2,front,back,left,rightfacing = 1vfacing = 1bindtime = 1vel = 0,0accel = 0,0random = 0,0removetime = -1;supermove;ausemovescale = 1,1sprpriority = 2ontop = 0shadow = 0,0,0ownpal = 1removeongethit = 0trans = add[State 1000, Explod]type = Explodtrigger1 = animelem = 4anim = 6031ID = 6031pos = 0,3postype = p1 ;p2,front,back,left,rightfacing = 1vfacing = 1bindtime = 1vel = 0,0accel = 0,0random = 0,0removetime = -1scale = 1,1sprpriority = 0ontop = 0shadow = 0,0,0ownpal = 0removeongethit = 0;ignorehitpause =;persistent =[State 1000, EnvShake]type = EnvShaketrigger1 = time > 44trigger1 = TimeMod = 4,0time = 4freq = 60ampl = -4;phase = 90;ignorehitpause =persistent = 1[State 1000, PlaySnd]type = PlaySndtrigger1 = Time = 0channel = 1value = 1100, 0[State 1000, PlaySnd]type = PlaySndtrigger1 = Time = 0channel = 1value = 1100, 2loop = 1[State 1000, PlaySnd]type = PlaySndtrigger1 = time = 44channel = 2value = 1100, 1loop = 80[State 1000, End]type = ChangeStatetrigger1 = (command != "hold_x") || (command != "hold_a")trigger2 = power = 2000trigger3 = power = 4000value = 1001[State 1000, End]type = null;ChangeStatetrigger1 = (command != "hold_x") || (command != "hold_a")trigger2 = power = 4000value = 1001
You have 2 removeexplods. 1 will only trigger if you release X or Y, the other one only triggers when you enter the state.You need 1 removeexplod, per explod, with the conditions it should be removed under.For example the level 1 version should always be removed when power > 1000 OR when you release the keys.