here is the helper code
;----------------------------------------------------------------------------------
;enemy
[Statedef 2003]
type = S
movetype = A
physics = S
ctrl = 0
anim = 2003
[State 0,Posset]
type = Posset
triggerall = numenemy
trigger1=1
x = enemynear,pos x
y = enemynear,pos y
[State 0,HitDef]
type = HitDef
triggerall = numenemy = 1
trigger1 = root,command!= "holdfwd"
trigger1 = root,command!= "holdback"
trigger1 = root,command!= "holddown"
trigger1 = root,command!= "fwd"
trigger1 = root,command!= "back"
trigger1 = root,command!= "down"
trigger1 = root,command!= "up"
trigger1 = root,command!= "a"
trigger1 = root,command!= "b"
trigger1 = p2stateno!=2011
trigger1 = p2stateno!=2012
trigger1 = p2stateno!=2040
trigger1 = p2stateno!=2050
trigger1 = p2stateno!=2100
trigger1 = p2stateno!=2105
trigger1 = p2stateno!=2200
trigger1 = p2stateno!=2210
trigger1 = p2stateno!=2400
trigger1 = p2stateno!=2410
trigger1 = p2stateno!=2600
trigger1 = p2stateno!=2610
attr = S, NA
damage = 0,0
animtype = light
air.animtype = light
priority = 4,Hit
sparkno = S-1
guard.sparkno = S-1
ground.type = High
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 2005
[State 0,HitDef]
type = HitDef
triggerall = enemy,statetype = S
triggerall = p2stateno!= 2011
trigger1 = root,command = "holddown"
attr = S, NA
damage = 0,0
animtype = light
air.animtype = light
priority = 4,Hit
sparkno = S-1
guard.sparkno = S-1
ground.type = High
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 2011
[State 0,HitDef]
type = HitDef
triggerall = enemy,statetype = S
triggerall = p2stateno!= 2040
trigger1 = root,command = "up"
attr = S, NA
damage = 0,0
animtype = light
air.animtype = light
priority = 4,Hit
sparkno = S-1
guard.sparkno = S-1
ground.type = High
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 2040
[State 0,HitDef]
type = HitDef
triggerall = enemy,statetype = S
triggerall = p2stateno!= 2100
trigger1 = root,command = "back"
attr = S, NA
damage = 0,0
animtype = light
air.animtype = light
priority = 4,Hit
sparkno = S-1
guard.sparkno = S-1
guardsound = S2,0
ground.type = High
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 2100
[State 0,HitDef]
type = HitDef
triggerall = enemy,statetype = S
triggerall = p2stateno!= 2105
trigger1 = root,command = "fwd"
attr = S, NA
damage = 0,0
animtype = light
air.animtype = light
priority = 4,Hit
sparkno = S-1
guard.sparkno = S-1
guardsound = S2,0
ground.type = High
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = 2105
[State 0,HitDef]
type = HitDef
triggerall = p2stateno!= 2600
triggerall = p2stateno!= 2400
triggerall = p2stateno!= 2200
trigger1 = root,command = "a"
attr = S, NA
damage = 0,0
animtype = light
air.animtype = light
priority = 4,Hit
sparkno = S-1
guard.sparkno = S-1
ground.type = High
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = ifelse(p2statetype = A,2600,2200)
[State 0,HitDef]
type = HitDef
triggerall = p2stateno!= 2610
triggerall = p2stateno!= 2410
triggerall = p2stateno!= 2210
trigger1 = root,command = "b"
attr = S, NA
damage = 0,0
animtype = light
air.animtype = light
priority = 4,Hit
sparkno = S-1
guard.sparkno = S-1
ground.type = High
ground.velocity = 0
air.velocity = 0,0
airguard.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p2stateno = ifelse(p2statetype = A,2610,2210)
[state 0,Destroyself]
type = Destroyself
trigger1 = root,stateno!= 2001
trigger2 = root,command = "c"
trigger3 = root,power = 0
trigger4 = p2life = 0
all the costum states have been made
what i want is to make another hitdef like the first one for teammode but it has to hit only one opponent