Thank you for your help shamrock!
Check out the hid def's in another MK character you will see that that they have this added no dead change state.
i already looked at mk chars and your mk sagat codes, but i still don't understand what you mean by :
The problem you are having is most likely the same one I was having and that is the triggers on of them being life=1 or whatever.
You need change the dead value to another state so that the character can't be killed until he goes through the state 4999.
2 weeks i'm on it, and i tried a lot of solutions but...now i'm totally lost!
for example what's the hell with these parts of codes :
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
[StateDef 30000]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 1
;Invisible Helper that will make P2(opponent) is dizzy.
[State 30000, 1]
type = Helper
trigger1 = 1
trigger1 = NumHelper(7000) = 0 ;another Helper cannot exist as this in the screen.
ID = 7000
stateno = 7000
pos = 160, -140
postype = left
helpertype = normal
name = "FINISH HIM!"
keyctrl = 0
ownpal = 1
[State 30000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
-------------------------------------
This is the HitDef for the Helper bred above.
[StateDef 7000]
type = S
movetype = A
physics = S
anim = 7010
velset = 0,0
ctrl = 1
;Affecting all the screen.
[State 7000, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger1 = P2StateType != A
attr = S, SA
damage = 0,0
animtype = Heavy
hitflag = MF
guardflag = A
priority = 7
pausetime = 0,3
sparkxy = 0,0
sparkno = -1
gurad.sparkno = -1
hitsound = -1
guardsound = -1
ground.type = High
ground.slidetime = 0
ground.hittime = 0
ground.velocity = 0
air.velocity = 0
air.fall = 1
fall = 0
numhits = 0
p2stateno = 9050 ;P2 will go for this state after to be affected by the Helper.
;"FINISH HIM!" - MSG
[Statedef 7010]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
anim = 7010
ctrl = 0
;"FINISH HIM!" it will not have shadow while it will be in the screen.
[state 7010, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow
;The message will appear above of all the elements of the screen(scene, lifebars, chars...)
[State 7010, 3]
type = SprPriority
trigger1 = 1
value = 5
;Helper do "FINISH HIM!" - MSG
[state 7010, 4]
type = Helper
trigger1 = NumHelper(7000) = 1 ;It must have a Helper that makes P2 is dizzy in the screen.
trigger1 = NumHelper(7010) = 0 ;It cannot have message "FINISH HIM!" in the screen.
trigger1 = P2StateNo = 9050 ;P2 must be in this state it message to appear.
id = 7010
stateno = 7010
pos = 160, -140
postype = left
helpertype = normal
name = "FINISH HIM! - MSG"
keyctrl = 0
;---------------------------------------------------------------------------
[Statedef 9050]
type = S
movetype= H
physics = S
juggle = 1
ctrl = 0
velset = 0,0
;Enemy will be with life equal the 1.
[State 9050, 1]
type = LifeSet
trigger1 = 1
value = 1
;Its personage gains a little more than energy to prevent an equal result.
[State 9050, 2]
type = TargetLifeAdd
trigger1 = P2life <= 1
value = 1
;After 700 ticks without having fatality, P2 falls.
[State 9050, 3]
type = SelfState
trigger1 = Time = 700
trigger1 = P2StateNo != [4000,4999] ;It places here the numbers of states of fatalities.
value = 5050
ctrl = 0
;After 700 ticks without having fatality, P2 is died.
[State 9050, 4]
type = LifeSet
trigger1 = Time = 700
trigger1 = P2StateNo != [4000,4999]
value = 0
;Enemy is dizzy.
[State 9050, 5]
type = ChangeAnim
trigger1 = AnimExist(5300)
trigger1 = Anim != 5300
value = 5300
;---------------------------------------------------------------------------
[Statedef -2]
;This VAR will be set in motion when one round previous will be gained.
[State -2, 1]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(7000) = 0 ;Invisible Helper that makes the opponent is dizzy.
v = 58
value = 1
;When the enemy is deceased, it erases.
[State -2, 2]
type = varset
trigger1 = Win = 1
trigger1 = NumHelper(7010) = 1
trigger1 = p2life != 0
v = 58
value = 0
;When P2 will be with 1 of energy, it is died with any blow.
[State -2, 3]
type = AttackMulSet
triggerall = !Var(58)
triggerall = p2Life <= 1
trigger1 = Win = 0
trigger1 = RoundNo != 1
trigger2 = P2StateNo = 9050
value = 9999
[State 9050, Change]
type = ChangeState
trigger1 = P2StateNo = 4000 ;-> State of fatality.
value = 8501 ;-> Custom State for where P2 is sent.
ctrl = 0
and thanks for your help!