Sorry 2oS for the (probably) n00b questions, but, how can I integrate this to an attack of a char I am editing?, see, I have this state:
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[Statedef 2150]
type = S
movetype= A
physics = N
ctrl = 0
velset = 0,0
juggle = 15
anim = 695689
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nobardisplay
flag2 = noFG
[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 50
freq = 100
ampl = 4
[State 0, EnvShake]
type = EnvShake
trigger1 = time = 118
time = 282
freq = 100
ampl = 6
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9601,6
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,0
volume = 255
[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 100
anim = -1
movetime = 100
darken = 0
[State 0, Explod]
type = Explod
trigger1 = time = 100
anim = 9632
ID = 9632
pos = 0,-70
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 11
removetime = -2
supermove = 1
pausemove = 1
scale = 2,2
sprpriority = -2
ownpal = 1
[State 0, EnvColor]
type = EnvColor
trigger1 = time = [118,400]
value = 255,255,255
time = 1
under = 1
[State 1001, 3]
type = Projectile
trigger1 = time = [118,400]
projanim = 4003
projhitanim = 4003
projremovetime = 1
;projhits = 25
offset = 0,0
velocity = 0,0
postype = p1
projpriority = 99999999999999999999999
attr = S, SA
damage = 10000000,100
givepower = 0,0
animtype = heavy
hitflag = MAFDP
guardflag = M
pausetime = 0,0
sparkno = -1
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime = 100
ground.velocity = -2,-1 ;-9
guard.velocity = -7.5
air.velocity = -2,-1
fall = 1
fall.recover = 0
palfx.time = 1
palfx.add = 192,192,192
Palfx.color = 256
numhits = 1000
p2stateno = ifelse((palno=[11,12]),90000000,205205)
[State 1001, 3]
type = Projectile
trigger1 = time = [118,400]
projanim = 4003
projhitanim = 4003
projremovetime = 1
;projhits = 25
offset = 0,0
velocity = 0,0
postype = p1
projpriority = 99999999999999999999999
attr = S, SA
damage = 10000000,100
givepower = 0,0
animtype = heavy
hitflag = MAFDP
guardflag = M
pausetime = 0,0
sparkno = -1
hitsound = -1
guard.sparkno = -1
guardsound = -1
ground.type = Low
ground.slidetime = 0
ground.hittime = 100
ground.velocity = -2,-1 ;-9
guard.velocity = -7.5
air.velocity = -2,-1
fall = 1
fall.recover = 0
palfx.time = 1
palfx.add = 192,192,192
Palfx.color = 256
numhits = 1000
p2stateno = ifelse((palno=[11,12]),90000000,205205)
[State 3001]
type = ReversalDef
trigger1 = palno != [11,12]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 90000000
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 3001]
type = ReversalDef
trigger1 = palno = [11,12]
reversal.attr = SCA,AT,AA,AP
hitflag = M-
priority = 7
pausetime = 0,2
numhits = 0
sparkno = -1
hitsound = -1
p2stateno = 205205
ignorehitpause = 1
pausemovetime = 2147483647
supermovetime = 2147483647
[State 0, PalFX]
type = PalFX
trigger1 = time = 118
time = 282
add = 192,192,192
color = 256
[State 0, Explod]
type = Explod
trigger1 = time = 90
anim = 22990
ID = 22990
pos = 0,0
postype = back ;p2,front,back,left,right
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 99999
sprpriority = 5
ownpal = 1
removeongethit = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 90
value = S192,1
volume = 255
;[State 0, PlaySnd]
;type = PlaySnd
;trigger1 = time = 90
;value = S801, 0 ;S9601,21
;volume = 255
[state 0, PlaySnd
type = PlaySnd
trigger1 = time = 90 ;100
value = S2200, 2
volume = 255
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 118
value = S9601,11
loop = 1
channel = 6
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 118
value = S2562, 24
loop = 1
channel = 2
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 118
value = S9601,16
loop = 1
channel = 3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 118
value = S9601,8
loop = 1
channel = 4
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 118
value = S9601,10
loop = 1
channel = 5
[State 0, Explod]
type = Explod
trigger1 = time = [118,400]
anim = 9608
ID = 9608
pos = 160,240
postype = back ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 320,0
removetime = -2
supermove = 1
pausemove = 1
scale = 0.5,0.5
ontop = 1
shadow = 0,0,0
ownpal = 1
[State 0, Explod]
type = Explod
triggerall = p2life = 0
trigger1 = time = 400
anim = 9610
ID = 9610
pos = 0,-5
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -1
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = -2
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = time = 401
anim = 9606
ID = 9606
pos = 0,5
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 99999
ownpal = 1
[State 0, Explod]
type = Explod
trigger1 = time = 401
anim = 9607
ID = 9607
pos = 0,5
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove = 1
scale = 1,1
sprpriority = 9999
ownpal = 1
[State 0, StopSnd]
type = StopSnd
trigger1 = time = 400
channel = 6
[State 0, StopSnd]
type = StopSnd
trigger1 = time = 400
channel = 2
[State 0, StopSnd]
type = StopSnd
trigger1 = time = 400
channel = 3
[State 0, StopSnd]
type = StopSnd
trigger1 = time = 400
channel = 4
[State 0, StopSnd]
type = StopSnd
trigger1 = time = 400
channel = 5
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 401
value = S9601,12
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 401
value = S2562,1
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 500
value = 0
ctrl = 1
also, the other thing is, that in the spaces you left blank after "trigger =" do you have to fill in with the name of the character to apply the code?
and, just a little thing left: if I just copy-paste these states (and the -2 one in statedef -2), when the char is already on-screen, there's ALWAYS the stand animation of my character attached to itself. I need some help with all these stuff, of course, if you can give me some ;) thanks