So This is my first post but i need help on how to do this part where if the attack is sucessful in defeating the enemy it must return to its idle state or 0 when animation is finished or if the enemy is still alive then it will change its state to the next attack that it will execute. This is the code:
[Statedef 2100, Final Attack]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
sprpriority = 4
anim=2100
hitdefpersist=1
movehitpersist=1
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
;ignorehitpause =
;persistent =
[state ]
type=playsnd
trigger1=animelem=2
value=7000,0
[state ]
type=playsnd
trigger1=animelem=6
value=7000,0
[state ]
type=playsnd
trigger1=animelem=9
value=7000,0
[state ]
type=playsnd
trigger1=animelem=9
value=7000,1
[state ]
type=playsnd
trigger1=animelem=16
value=7000,2
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 16933
ID = 16933
pos = 0,-40
postype = P1 ;P2, Front, Back, Left, Right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 999
ontop = 1
ownpal = 1
;ignorehitpause =
;persistent =
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 15
anim = 7070
ID = 7070
pos = 6,-40
postype = P1 ;P2, Front, Back, Left, Right
bindtime = -1
removetime = -2
supermovetime = 99999
pausemovetime = 99999
scale = .5,.5
sprpriority = 0
ontop = 1
ownpal = 1
;ignorehitpause =
;persistent =
[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 15
time = 160
freq =500
ampl=50
;ignorehitpause =
;persistent =
[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 2
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1
[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 4
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1
[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 6
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1
[State 2OS, Fade to White]
type=allpalfx
trigger1=AnimElem = 9
time=10 ;; 2 actual seconds
sinadd=256,256,256,-10 ;; 1st value red, 2nd green, 3rd blue, 4th fade speed time, 10 is slow, raise it to be faster if desired
add = 256,256,256
invertall=0
color=256
ignorehitpause=1
persistent=1
[State 24123, 2]
type = Projectile
trigger1 = AnimElem = 16
priority = 999, Hit
projremove = 10
projremovetime = 425
projhits = 999999
projmisstime = 0
projanim = 88888
projhitanim = 88888
projid = 88888
projpriority = 999999
projshadow = 0,0,0
projremanim = -1
projedgebound = 999999
projstagebound = 999999
projheightbound = -240, 1
supermovetime = 999999
pausemovetime = 999999
offset = 0,0
velocity = 0,0 ;????????
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT,AA,AP,AT
damage = 999999
animtype = Hard
sparkno = -1
hitflag = MAFDPLH
guardflag = HA
hitsound = -1
pausetime = 0, 200 ;??????????????????(??,??)
sparkxy = 35,-15
numhits = 1
ground.type = High
ground.slidetime = 10
ground.hittime = 10
ground.velocity = 0.0
getpower = 0, 0
givepower = -9999999999,-99999999
fall = 100
fall.damage = 99999999999
projpriority = 5
projshadow = 0,0,0
projremovetime = -1
[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive<0
value=0
ctrl=1
[State 2100, Change State]
type=changestate
triggerall=animtime=0
trigger1=enemy,alive>=1
value=2220
ctrl=1
The main problem is that it keeps repeating the animation if the enemy is dead or not and tried solving multiple times
Im hoping i would get an answer and see if i can figure it out or i have to change my plans otherwise thanks.