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Can't work.
If you char is grabbing someone, but the grabbed enemy gets knocked down, your char IMMEADEANTLY goes to frame 999=0.
But you can make the char stopping the catch (with going into a frame without cpoint/state:9) directly before the explosion, then the enemy will get hit and your char can continue the after-move.
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Oh so in other words, i make my character stop catching him, then make my character go to another frame?
![[Image: variaboss.png]](http://img844.imageshack.us/img844/470/variaboss.png)
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Correct ^^ And if you modify the explosion, so it appears on the enemy and hits him in a special moment, noone will even see the enemy (which will go to the jumping frames after you released him for a short second).
It'll all be only a task of timing ^^
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So is there a way to make it so the explosion will be exactly on the opponent?
cause i am just making an extra frame with, which has a wait of 0 then the ball is opointed out in that frame. Is there an better way?
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Nope, but you can alter the coordinates of the opoint to put the explosion wherereever you need it...
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Fixed it. created another caught frame for *Luffy, so *Ace takes him to this frame, and while in it he waits and extra couple of seconds in the caught stance, which looks like he's caught, then the explosions happens. *Fixed*
*Ace: The fire guy
*Luffy: the guy getting hurt
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Nave, it isn't YOUR move... otherwise he wouldn't have had a problem, and additional: Watch the burn effect short before the explosions... There is a MAJOR difference...
And since the sprites are open avaible on the net (which causes them to be overused)...
Maybe he COPIED your move but not stolen it ^^
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