I'm learning, don't worry, but at this point its still a fog of code with lots of details that I'm not sure where to find (for instance I didn't know it was called "playerpush").
I'll come back if I any more questions but I'll be sure to check up on some of the docs and stuff with more detail this time around. I don't want to be an annoyance.
Ok here's the move's data so far
Spoiler, click to toggle visibilty
[mcode][StateDef 200]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 200
poweradd = -500
[State 200, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 201
projhitanim = 202
projpriority = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
projremove = 0
projhits = 1000
projmisstime = 1
offset = 44, 4
velocity = 3
attr = S, SP
damage = 1
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
[State 200, 2]
type = PlayerPush
trigger1 = AnimTime = 0
value = 0
;ignorehitpause =
;persistent =
[State 200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1[/mcode]
Its still pushing them back I've tried 1 and 0 for playerpush. Am I putting it in wrong, or does it require a different value, or what?
EDIT: I tried that helper thing, but I just realized I have no idea how they work.
Let's say I have the state 210 for the attack. I want a helper to spawn at my character's feet and move forward across the screen, pushing the other character back, but allowing it to be able to run toward my character at a slower rate. the sprites for the helper are set at 211 as of now.
EDIT: While I was waitin for a helpful response on these past things I decided to move on to another attack and hit a snag. This attack should make the character dive down and hit the opponent, but keep going until the character hits the ground. I didn't want to mess with too much of it right away so I decided to code the basic stuff. Problem is I don't know what to add to make it actually deal damage. I tried putting "damage" in the statedef and the VelSet sections, but it didn't work.
I recently tried putting in a "Hitdef" section, but after doing so the character doesn't load saying there's an error in the Hitdef state
Spoiler, click to toggle visibilty
[mcode][Statedef 600]
type = A
movetype= A
physics = A
juggle = 2
poweradd= - 1000
ctrl = 0
anim = 600
[State 600, HitDef]
type = HitDef
trigger1 = MoveContact = 1
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
getpower = 0,0
givepower = 0,0
;affectteam = E ;B,E,F
animtype = back ;light,medium,hard,back,up,diagup
air.animtype = back
;fall.animtype = Back
priority = 4,Hit ;Hit,Miss,Dodge
damage = 10,50
pausetime = 0,0
;guard.pause,0
sparkno = 0
guard.sparkno = 0
sparkxy = 0,0
hitsound = 0,0
guardsound = 0,0
ground.type = High ;Low,Trip,None
;air.type = High
ground.slide = 0
;guard.slide = 0
ground.hit = 0
;guard.hit = 0
air.hittime = 20
;guard.ctrl = 0
;guard.dist = 320
;yaccel = 0.5
ground.velocity = 0,0
;guard.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
;airguard.ctrl = 0
;air.juggle = 0
;mindist = 0,0
;maxdist = 0,0
;snap = 0,0
sprpriority = 1
;p1sprpriority = 0;(winmugen only)
;p2sprpriority = 0;(winmugen only)
;p1facing = 0
p1getp2facing = 0
;p2facing = 1
;p1stateno = 0
;p2stateno = 0
;p2getp1state = 1
;forcestand = 0
fall = 0
;fall.xvelocity = 0
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
;air.fall = 0
;down.velocity = 0,0
;down.hit
down.bounce = 0
;id = 0
;chainID = -1
;nochainID = -1
;hitonce = 1
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
palfx.time = 0
;palfx.mul = 0,0,0
;palfx.add = 0,0,0
envshake.time = 0,0
;envshake.freq = 0
;envshake.ampl = 0
;envshake.phase = 0
fall.envshake.time = 0,0
;fall.envshake.freq = 0
;fall.envshake.ampl = 0
;fall.envshake.phase = 0
;ignorehitpause =
;persistent =
[State 600, VelSet]
type = VelSet
trigger1 = Animtime = 0
x = 5
y = 5
[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1[/mcode]