So I wanted to add a bit more of what's happened since you helped me out last time, so far I've found the backroll coding from your R.Mika, copied and pasted it into Koldkool's Angel for testing, and so far it works, but there's no sound, after image and the sprites are facing the wrong direction, I'm not sure how to go about flipping the sprites or fixing how this is.
I've provided a bunch of the original code here before I altered any of it, as well as a gif to show what's happening so far.
Gif
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from Koldskool's Angel:
from CNS
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;Roll Forward
[Statedef 110]
type = S
physics = S
anim = 110
sprpriority = 1
velset = 0,0
ctrl = 0
[State 110, AfterImage]
type = AfterImage
trigger1 = !Time
time = 24
timegap = 1
framegap = 3
length = 12
palbright = 0, 0, 0
paladd = 0, 0, 0
palmul = 0.9, 0.9, 0.9
palcontrast = 120, 120, 120
palpostbright = 0, 0, 0
trans = add1
[State 110, ChangeAnim]
type = ChangeAnim
trigger1 = PrevStateNo = 150
trigger1 = Time < 6
value = 150
[State 110, ChangeAnim]
type = ChangeAnim
trigger1 = PrevStateNo = 152
trigger1 = Time < 6
value = 151
[State 110, ChangeAnim]
type = ChangeAnim
trigger1 = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time = 6
value = 110
[State 110, PalFX]
type = PalFX
trigger1 = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = !Time
time = 3
add = 255,255,255
[State 110, NotHitBy]
type = NotHitBy
trigger1 = PrevStateNo != 150 && PrevStateNo != 152
trigger1 = !Time
time = 24
value = SCA, AA, AP
[State 110, NotHitBy]
type = NotHitBy
trigger1 = PrevStateNo = 150 || PrevStateNo = 152
trigger1 = Time >= 0
time = 1
value = SCA, AA, AP
[State 110, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 20,0
channel = 0
[State 110, PlayerPush]
type = PlayerPush
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 8, < 0
value = 0
[State 110, VelSet]
type = VelSet
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 8, < 1
x = 5
[State 110, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3, = 1
x = 12
[State 110, VelSet]
type = VelSet
trigger1 = AnimElem = 8, = 1
x = 0
[State 110, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
from CMD
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; Roll Forward
[State -1]
type = ChangeState
value = 110
triggerall = !ailevel
triggerall = !var(7)
triggerall = command = "x" && command = "a" && command = "holdfwd"
trigger1 = StateType = S && (ctrl || stateno = 100)
R.Mika Roll back Code:
from system.st
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;ROLL Backward
[Statedef 715]
type = S
physics = N
movetype = I
anim = 715
ctrl = 0
velset = 0, 0
sprpriority = 1
[State 715, Push]
type = playerpush
trigger1 = 1
value = 0
ignoreHitPause = 1
[State 715, HB]
type = hitby
trigger1 = animelemtime(6) < 0
value = SCA, AT
time = 1
[State 715, Snd]
type = playsnd
trigger1 = !time
value = 4,0
channel = 0
[State 715, Snd]
type = playsnd
trigger1 = !time
value = 110,0
channel = 1
[State 810, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = -4.5
[State 810, Velocity]
type = VelSet
trigger1 = AnimElem = 10
x = 0
[State 715, End]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
From CMD
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[State -1, Roll Backward]
type = ChangeState
value = 715
triggerAll = !AILevel
triggerAll = command = "a+x"
triggerAll = RoundState = 2 && StateType != A
trigger1 = (ctrl || (StateNo = [100,101])) && command = "holdback"