actually the helper method is meant to take the attack, and instead i am fine with not "receiving" the guard parameters of the hitdef that I "guard" thru "helper getting hit instead of me"
anyway, I scrapped that idea and went back to the original guard states.
I did not changed the content of the guard states but I added these on top of the original content. the physics and anim does not work still.
my char has a semi-bird transformation
1120 - guard in air
1620 - guard in ground
var(15) = 1 is var for transformation
1130 - custom damage state for my semi-bird form
I put this in state -3 or -2, both have the same result
; fly guard
[State 0, ChangeState]
type = ChangeState
Triggerall = var(15) = 1
trigger1 = p2movetype = A
trigger1 = Movetype != A
trigger1 = inguarddist
trigger1 = command = "holdback"
value = 120
ctrl = 1
I put this in all guard states
Spoiler, click to toggle visibilty
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(15) = 1
trigger1 = anim != 1620
trigger1 = statetype = S
value = 1620
;elem = 1
;ignorehitpause =
;persistent =
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(15) = 1
trigger1 = anim != 1120
trigger1 = statetype = A
value = 1120
;elem = 1
;ignorehitpause =
;persistent =
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(15) = 1
trigger1 = anim = 1120
trigger1 = statetype = A
statetype = A ;S,A,C,L
movetype = I ;I,A,H
physics = N ;A,C,S,N
;ignorehitpause =
;persistent =
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(15) = 1
trigger1 = anim = 1620
trigger1 = statetype = S || statetype = C
statetype = S ;S,A,C,L
movetype = I ;I,A,H
physics = S ;A,C,S,N
;ignorehitpause =
;persistent =
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1130
time = 1
forceair = 0
;ignorehitpause =
;persistent =
so what should i fix?
EDIT:
the anim shown is from the normal mode then it goes to show new form guard anim, then when in air, physics is air then goes to ground.