Thanks to you guys I'm pretty far done I guess. but for some reason I can't get the damage modifier to work. The animation happens, the state changes and all, but the damage is still the same afterwards. the life is also refilling, and it can't be done again in that round. it turns of just fine after the round is finished and can be done the next, all of that just how I want it to be.
All that's left is the damage modifier which doesn't seem to work for some reason, and the sound, which I will need to implement for the Power up animation and the aura animation afterwards. But I'll figure that out later I guess... Here's the code so far... tell me your impovements on that
[Statedef 666]
type = S
Movetype = I
physics = S
sprpriority = 0
[State 666, Explod]
type = Explod
trigger1 = power >= 5000
triggerall = life < 400
Anim = 3521
;ID =
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 190
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
[State 666, VarSet]
type = VarSet
trigger1 = power >= 5000
trigger2 = var(33)=0
triggerall = life < 400
v = 33 ;fv = 10
value = 1
[State 666, AttackMulSet]
type = AttackMulSet
trigger1 = (Var(33) > 0)
value = 5
[State 666, LifeSet]
type = LifeSet
trigger1 = life < 400
value = 1300
[State 666, ChangeState]
type = ChangeState
trigger1 = power >= 5000
value = 667
ctrl = 0
;Anim = 0
[Statedef 667]
type = S
physics = S
sprpriority = 0
ctrl = 1
[State 667, Explod]
type = Explod
trigger1 = StateNo = [667,667]
anim = 7190
;ID=
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0