Hello everyone!
I decided to share a problem im having with a character im developing. The problem in question is the lone grab attack my first character is going to have, which consists in the character lifting the opponent over his head then slamming it to the ground right in front of him. After trying to code the throw without the throw creator and not making it work I decided to give up and use said tool but when it generated the coding all the character does is flicker and nothing else. Since im a novice at this im not sure what I did wrong.
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0
anim = 800
[State 800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
[State 800, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = -19.666666666667, -102
[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 34.333333333333, -74
[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 27, -40
[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 34.333333333333, -1.3333333333333
[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 33, -0.66666666666667
[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -78
[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 5
value = 821
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0
[State 820, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 820
[Statedef 821]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40
[State 821, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .4
[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER
[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER
[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground