Hi guys.
I would like some help with this hyper I'm trying to implement.
It consists of an aerial hyper which consists of the character shooting downwards (it doesn't actually shoot projectiles but places damaging hitboxes on the ground).
Getting technical, it consists of this: When the hyper is started, it shoots down an invisible helper (marker) that when it impacts the ground, it spawns other helpers which are the damaging hitboxes with explod and everything.
But the problem is that when the marker hits the ground, it causes a standing clone of the character to appear and that's it. I've been tampering with both parts of the clone the whole afternoon but I just can't figure out what's causing this to happen. Can anybody help me out please?
;Starter
[statedef 10000]
type = A
Movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 10200
velset = 0,0
[state 10000,velset]
type = velset
trigger1 = 1
x = 0
y = 0
[state 10000, helper]
type = helper
trigger1 = animelem = 1
stateno = 10001
pos = 14,-5
;marker
[statedef 10001]
type = S
Movetype = A
Physics = A
anim = 10202
[state 10001, velset]
type = velset
trigger1 = 1
x = 10
y = 10
[state 10001, stop]
type = velset
trigger1 = pos y = 0
x = 0
y = 0
[state 10001, generate shoots]
type = helper
triggerall = pos y = 0
trigger1 = gametime%20
stateno = 10002
pos = 0+random%20,0
[state 10001, destroyself]
type = destroySelf
trigger1 = time = 100
;damaging hitboxes
[statedef 10002]
type = S
Movetype = A
physics = A
anim = 10203
[State 10002, HitDef]
type = HitDef
trigger1 = time = 0
attr = S,NA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAD ;HLAFD+-
guardflag = MA ;HLA
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 4,Miss
damage = 30,5
pausetime = 0 ,4
guard.pausetime = 0,0
sparkno = -1
guard.sparkno = S3100
sparkxy = 0,0
hitsound = S1,0
guardsound = S2,0
ground.type = High ;Low,Trip,None
ground.slidetime = 0
ground.hittime = 4
air.hittime = 10
ground.velocity = 0,0
air.velocity = 0,0
sprpriority = 1
fall = 1
fall.yvelocity = -4.5
fall.recover = 0
fall.recovertime = 4
fall.damage = 0
envshake.time = 3
[state 10002, destroyself]
type = destroySelf
trigger1 = time = 2