alright, posting my entire code here.
i was able to spam puppets, and send them down to the opponent by pressing "s" key.
the problem is, they ALL come down at the same time.
;---------------------------------------------------------------------------
;OUGI 2: AKAHIGI - HYAKKI NO SOUEN
;Puppet spam! ;TBF
;---------------------------------------------------------------------------
;Akahigi Prepare
[StateDef 9200]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 9200
poweradd = 0
sprpriority = 2
[State 9200, VarSet]
type = VarSet
trigger1 = 1
v = 9 ;fv = 10
value = 0
;ignorehitpause =
;persistent =
[State 9200, VarAdd]
type = VarAdd
trigger1 = animelem = 7
trigger2 = animelem = 9
trigger3 = animelem = 11
v = 9 ;fv =
value = 1
;ignorehitpause =
;persistent =
[State 0, VarRandom]
type = VarRandom
trigger1 = time%2
v = 41
range = -100,100
;ignorehitpause =
;persistent =
[State 0, VarRandom]
type = VarRandom
trigger1 = time%2
v = 46
range = -110,-210
;ignorehitpause =
;persistent =
[State 0, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "puppet 1"
ID = 300+var(9)
stateno = 9210
pos = var(41),var(46)
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 = animelem = 9
helpertype = normal ;player
name = "puppet 2"
ID = 300+var(9)
stateno = 9220
pos = var(41),var(46)
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, Helper]
type = Helper
trigger1 = animelem = 11
helpertype = normal ;player
name = "puppet 3"
ID = 300+var(9)
stateno = 9230
pos = var(41),var(46)
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 50
anim = S2850
sound = S9,2
pos = 0,-30
move = 0
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S9,21
volume = 1500
channel = -1
;abspan =
;ignorehitpause =
;persistent =
[State 9200, end]
type = ChangeState
trigger1 = Time = 200
value = 0
ctrl = 1
;Puppet 1-------------------------------------------------------------
[StateDef 9210]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 30001
poweradd = 0
sprpriority = 2
[State 9210, end]
type = ChangeState
trigger1 = parent,command = "s" && numhelper(300+var(9)) = var(7);parent,stateno != 9200 ;time = 60
value = 9211
ctrl = 1
;Puppet 1 Attack
[StateDef 9211]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 30020
poweradd = 0
sprpriority = 2
[State 9211, Null]
type = Null
triggerall = !time
trigger1 = (FVar(3) := (P2Dist X * 15) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)+ 1))))
trigger1 = (FVar(4) := (P2Dist Y * 14) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)+ 1))))
[State 9211, VelSet]
type = VelSet
trigger1 = 1
x = FVar(3)
y = FVar(4)
[State 9211, DestroySelf]
type = DestroySelf
trigger1 = pos y < 1 && vel x = 0 || pos y < 1 && vel y = 0 || time = 300
;ignorehitpause =
;persistent =
[State 9211, blah]
type = AngleSet
trigger1 = vel X != 0 || vel Y != 0;time = 0
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)
[State 9211, blah]
type = AngleDraw
trigger1 = 1
[State 9211, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 20,13
getpower = 0,0
givepower = 0,0
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 3, Hit
pausetime = 0, 0
sparkno = 1
sparkxy = 0, 0
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -0.8
airguard.velocity = -0.3,-1
air.type = High
air.velocity = -0.8,-1
air.hittime = 12
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 90
[State 9211, end]
type = ChangeState
trigger1 = pos y > 1
value = 9212
ctrl = 1
;Puppet 2-------------------------------------------------------------
[StateDef 9220]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 31001
poweradd = 0
sprpriority = 2
[State 9220, end]
type = ChangeState
trigger1 = parent,command = "s" && numhelper(300+var(9)) = var(7) ;time = 60
value = 9221
ctrl = 1
;Puppet 2 Attack
[StateDef 9221]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 31020
poweradd = 0
sprpriority = 2
[State 9210, Null]
type = Null
triggerall = !time
trigger1 = (FVar(3) := (P2Dist X * 15) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)+ 1))))
trigger1 = (FVar(4) := (P2Dist Y * 14) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)+ 1))))
[State 9221, VelSet]
type = VelSet
trigger1 = 1
x = FVar(3)
y = FVar(4)
[State 9221, DestroySelf]
type = DestroySelf
trigger1 = pos y < 1 && vel x = 0 || pos y < 1 && vel y = 0 || time = 300
;ignorehitpause =
;persistent =
[State 9221, blah]
type = AngleSet
trigger1 = vel X != 0 || vel Y != 0;time = 0
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)
[State 9222, blah]
type = AngleDraw
trigger1 = 1
[State 9221, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 20,13
getpower = 0,0
givepower = 0,0
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 3, Hit
pausetime = 0, 0
sparkno = 1
sparkxy = 0, 0
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -0.8
airguard.velocity = -0.3,-1
air.type = High
air.velocity = -0.8,-1
air.hittime = 12
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 90
[State 9221, end]
type = ChangeState
trigger1 = pos y > 1
value = 9212
ctrl = 1
;Puppet 3-------------------------------------------------------------
[StateDef 9230]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 32001
poweradd = 0
sprpriority = 2
[State 9230, end]
type = ChangeState
trigger1 = parent,command = "s" && numhelper(300+var(9)) = var(7) ;time = 60
value = 9211
ctrl = 1
;Puppet 3 Attack
[StateDef 9231]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 32020
poweradd = 0
sprpriority = 2
[State 9231, Null]
type = Null
triggerall = !time
trigger1 = (FVar(3) := (P2Dist X * 15) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)+ 1))))
trigger1 = (FVar(4) := (P2Dist Y * 14) / (Exp(0.5*ln((P2Dist X * P2Dist X) + (P2Dist Y * P2Dist Y)+ 1))))
[State 9231, VelSet]
type = VelSet
trigger1 = 1
x = FVar(3)
y = FVar(4)
[State 9231, DestroySelf]
type = DestroySelf
trigger1 = pos y < 1 && vel x = 0 || pos y < 1 && vel y = 0 || time = 300
;ignorehitpause =
;persistent =
[State 9231, blah]
type = AngleSet
trigger1 = vel X != 0 || vel Y != 0;time = 0
value = (atan(Vel Y/Vel X) + (3*pi/2)) *(-180/Pi)
[State 9231, blah]
type = AngleDraw
trigger1 = 1
[State 9231, 1]
type = HitDef
trigger1 = time = 0
attr = S, NP
damage = 20,13
getpower = 0,0
givepower = 0,0
animtype = medium
guardflag = MA
hitflag = MAFDP
priority = 3, Hit
pausetime = 0, 0
sparkno = 1
sparkxy = 0, 0
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -0.8
airguard.velocity = -0.3,-1
air.type = High
air.velocity = -0.8,-1
air.hittime = 12
envshake.time = 10
envshake.freq = 90
envshake.ampl = -4
envshake.phase = 90
[State 9231, end]
type = ChangeState
trigger1 = pos y > 1
value = 9212
ctrl = 1
;Smoke crash if puppets land at ground
[StateDef 9212]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 7051
poweradd = 0
sprpriority = 2
[State 9212, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =
[Statedef -2]
[State -2, VarRandom]
type = VarRandom
trigger1 = command = "s"
v = 7
range = 300,350
;ignorehitpause =
;persistent =
any idea what's wrong?