I have use edit soul ninja spikes fatality code for this MVC Scorpion I been making. I really like this fatality but after hours and hours of tweaking I just can't seem get p2 into the spikes. I really need help figuring this out.








here is the code that follows:

;Spikes fatality check situation
[Statedef 8010]
type = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
anim = 11
velset = 0,0

[State 0, airegancho]
type = PlaySnd
trigger1 = anim = 7069 && animelem = 5;4
value = S0,9
volume = 200

[State 0, gancho]
type = ChangeAnim
triggerall = anim = 11
trigger1 = time > 100
value = 7069

[State 0, AllPalFX]
type = AllPalFX
trigger1 = animelem = 6 && anim = 7069
time = 5
add = 256,250,250
mul = 256,0,0
;invertall = 1
ignorehitpause = 1

[State 0, setfatal2]
type = VarSet
trigger1 = time = 0
v = 16
value = 7

[State 3004, nosonido]
type = StopSnd
trigger1 = time = 0
channel = -1
persistent = 3

[State 210, tuntun]
type = Playsnd
trigger1 = time = 0
value = 4,13
volume = 250
channel = 2

[State 210, fin de fatality]
type = Playsnd
trigger1 = time = 100
value = 4,3
volume = 250
channel = -1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
flag2 = nokosnd
flag3= nokoslow
flag3 = timerfreeze

[State 0, picos]
type = Helper
trigger1 = time = 50
triggerall = !numhelper(60771)
helpertype = normal ;player
name = "picos"
ID = 60771
stateno = 60771
pos = 0,ceil((-screenpos Y))
postype = back
ownpal = 1
size.xscale = 1
size.yscale = 1

;------------------------------------------------
[State 1601, Hit]
type = HitDef
triggerall = numhelper(60771)
trigger1 = !movecontact
triggerall = anim = 7069 = animelem = 5
p2stateno = 60770
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S0,2
envshake.time = 15
envshake.ampl = -3
ground.velocity = 0,-11
air.hittime = 28
air.velocity = -4,-8


[State 0, sangre1]
type = Explod
trigger1 = numhelper(60771)
triggerall = !numexplod(70231)
ID = 70231
anim = ceil(7023+fvar(8))
pos = 20,0
postype = p2 ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = 9999
persistent = 0

[State 0, sangre2]
type = Explod
trigger1 = numhelper(60771)
triggerall = !numexplod(70232)
ID = 70232
anim = ceil(7023+fvar(8))
pos = -20,0
postype = p2 ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = 9999
persistent = 0

[State 0, sangre3]
type = Explod
trigger1 = numhelper(60771)
ID = 70233
anim = ceil(7023+fvar(8))
pos = -60,0
postype = p2 ;p2,front,back,left,right
ontop = 1
ownpal = 1
removetime = 24
bindtime = 9999
persistent = 0

[State 0, sangregotea]
type = Helper
triggerall = time = 50
trigger1 = numhelper(60771)
helpertype = Normal
ID = 60772
name = "sangregotea"
postype = p2
stateno = 60773
ownpal = 1

[State 0, TargetVelSet]
type = TargetVelSet
trigger1 = enemynear,pos Y <= -floor(screenpos Y)+25
trigger1 = enemynear,stateno = 60770
y = 0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noautoturn

;------------ pose wins -----------


[State 0, VarSet];So only winpose with fatality display shows
type = VarSet
trigger1 = p2stateno = 60770
v = 55
value = 1

;------------------

[State 200, 7]
type = changestate
trigger1 = anim = 7069
trigger1 = animtime = 0
trigger2 = time > 400
trigger5 = enemynear,prevstateno = 60770 && time = 200
value = 0
ctrl = 1


;----------------------------------------
;P2 state Spike Fatality
[Statedef 60770]
type = A
movetype= H
physics = N
sprpriority = 0
velset = 0,-18


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 0, animencajado]
type = ChangeAnim2
trigger1 = !vel y && name != "juano`s morph guy"
value = 70772


[State amination]
type = lifeadd
Trigger1 = !vel Y
value = -9999

[State ]
type = assertspecial
trigger1 = 1
flag = noKOsnd
flag2 = noshadow

[State away with you]
type = changestate
trigger1 = !alive
value = 5150

;----------------------------------------
;===========================================
;picos
[Statedef 60771]
type = A
movetype= I
physics = N
;velset = 0,2.5
anim = 9999;60330
ctrl = 0
sprpriority = -5

[State 0, picosatras1]
type = Explod
trigger1 = !numexplod(603301)
anim = 60330
ID = 603301
facing = 1
postype = left
sprpriority = -5
scale = 1,root,const(size.yscale)*(1+root,fvar(2))

[State 0, picosatras2]
type = Explod
trigger1 = !numexplod(603302)
anim = 60330
ID = 603302
facing = 1
postype = left
sprpriority = -5
pos = 264,0
scale = 1,root,const(size.yscale)*(1+root,fvar(2))

[State 0, filo]
type = PlaySnd
trigger1 = time = 0
value = S17,2
volume = 100
channel = 2

[State 0, nosombra]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, picodelante1]
type = Explod
trigger1 = !numexplod(60331)
anim = 60331
ID = 60331
facing = 1
ontop = 1
postype = left
scale = 1,const(size.yscale)*(1+root,fvar(2))
;-------------------------------------------------------

in command cns.

[State -1 SPIKE STAGE FATALITY]
type = ChangeState
value = 8010;6077
triggerall = P2Life = 1
;triggerall = NumHelper(9010) = 1
;triggerall = enemy(0), stateno = 003
triggerall = p2stateno = 003 && numhelper(9010)
triggerall = RoundNo != 1
triggerall = var(58) >= 1
trigger1 = command = "SPIKE FATALITY" || (command = "holddown" && command = "x" && statetype = C)
trigger1 = !var(55)
trigger2 = var(5) != 0
trigger2 = (random < 5 && !fvar(5)) || (random < 500 && fvar(5) = 1)
trigger2 = (enemynear,time > 20 && var(55) = 1) && !numhelper(70441) && enemynear,statetype = S && !numhelper(70441)
triggerall = p2bodydist X < 20 && statetype != A
triggerall = ctrl || (stateno = [120,140])