var(3):=0 sets var(3) to 0. It's just a shortcut for a varset, and you can put it anywhere where you can write an expression (like a trigger).
Thanks a lot Byakko, nobody answered my topic for more than a month. Alas, you didn't mention the other issue, the SFF one...
Anyways, about this problem, it's very mysterious, you can send your foe to a custom state just with this two controls
Spoiler, click to toggle visibilty
[mcode]
[State 731, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 77, 7
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 1
p2facing = 1
id = 7310
sparkno = S999
sparkxy = -14, -30
hitsound = S5, 4
guardsound = 6, 0
ground.type = Low
ground.slidetime = 3
ground.hittime = 1
ground.velocity = -1.7,-0.7
guard.slidetime = 3
guard.hittime = 7
guard.velocity = -7.3
air.type = High
air.velocity = -1.7,-0.3
air.hittime = 12
yaccel = 1.73
fall = 1
fall.recover = 0
getpower = 0
[State 731, TargetState]
type = TargetState
trigger1 = NumTarget(7310)
trigger1 = !moveguarded
value = 50000
ID = 7310
ignorehitpause = 1
[/mcode]
they will behave as if in slow motion... (state 50000 is a copy of state 5000)
trigger1 = !moveguarded since they're sent to state 50000 even if guarding.
Spoiler, click to toggle visibilty
[mcode]
[State 210, 2]
type = HitDef
triggerall = Name= "Kamaitachi"
trigger1 = AnimElem = 2
attr = S, NA
guardflag = MA;hitflag=MA, so it can be guarded against
animtype = hard
damage = 33,3
priority = 1, miss
pausetime = 7,3
sparkno = S999
sparkxy = -10,-40
hitsound = S5, 4
guardsound = 6,0
guard.dist = 0
ground.type = High
p2facing = 1
p2stateno = 50000;212
id = 3700
ground.slidetime = 12
ground.hittime = 14
ground.velocity = -3.7,-1.73
guard.slidetime = 17
guard.hittime = 17
guard.velocity = -3.37
air.velocity = -3.75,-1.73
;yaccel = 1.37
fall = 1
fall.xvelocity = -1.7
fall.yvelocity = -4.7
getpower = 0
[/mcode]
Even more annoying, you can actually send them to custom states with attr = S, NA
and they seem to move correctly...
What is startling about all this is that this hitdef can't be recognized by hitoverrides!