Before when I'm about to finish my character, I have only one problem that I have would if the helper misses and if it hits it does not changestate.
Can anybody help me out on how to solve the coding when I'm about to finish my character and release it.
The coding here:
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;---------------------------------------------------------------------------
; Future Light Attempt
[Statedef 3022]
type = S
movetype= A
physics = N
juggle = 0
poweradd= -3000
velset = 0,0
anim = 3018
ctrl = 0
sprpriority = -2
[State 0, Super A]
type = SuperPause
trigger1 = time = 0
time = 60
movetime = 60
anim = -1
sound = S0,9
darken = 0
p2defmul = 1
unhittable = 1
[State 0, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = nomusic
flag2 = nobg
ignorehitpause = 1
[State 0, AssertSpecial]
type = assertspecial
trigger1 = 1
flag = nobardisplay
flag2 = nofg
flag3 = globalnoshadow
ignorehitpause = 1
[State 0, Explod]
type = explod
trigger1 = AnimElem = 1
anim = 12000
ID = 12000
pos = -5, -75
postype = p1
removetime = -2
supermovetime = 45
pausemovetime = 30
scale = 0.50,0.50
sprpriority = 5
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 12001
ID = 12001
pos = 0,0
postype = p1
removetime = -2
sprpriority = 20
scale = 1.5,1.5
ownpal = 1
bindtime = -1
pausemovetime = 45
supermovetime = 30
[State 0, Explod]
type = explod
trigger1 = time = 0
anim = 12003
ID = 12003
postype = left
pos = 150,200
facing = 1
vfacing = 1
removetime = -2
supermovetime = 45
pausemovetime = 30
scale = 0.59,0.59
sprpriority = 2
ownpal = 1
removeongethit = 1
[State 0, Helper]
type = Helper
trigger1 = animelem = 6
name = "Future Light Projectile"
ID = 3023
stateno = 3023
pos = 75,-75
postype = p1
facing = 1
ownpal = 1
keyctrl = 0
size.xscale = .65
size.yscale = .65
ignorehitpause = 1
[State 3022, ChangeState]
type = ChangeState
triggerall = enemy,alive
trigger1 = numhelper(3023)
trigger1 = helper(3023),movehit
value = 3026
[State 3022, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Future Light Helper
[Statedef 3023]
type = A
movetype= A
physics = N
velset = 19,0
anim = 3020
sprpriority = 2
[State 3023, Hitdef]
type = HitDef
trigger1 = !time
attr = A, HP ;Attribute: Standing, Normal Attack
damage = ceil(root,fvar(5)*87),6 ;Damage that move inflicts, guard damage
animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA
hitflag = MAF ;Flags on how move is to be guarded against
priority = 5, Miss ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 0, 8 ;Time attacker pauses, time opponent shakes
guard.pausetime = 0,8
sparkno = -1 ;Spark anim no (Def: set above)
sparkxy = -10, 0 ;X-offset for the "hit spark" rel. to p2,
hitsound = S5,9 ;Sound to play on hit
guardsound = S6,0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 12 ;Time opponent is in hit state
ground.velocity = -8.5 ;Velocity at which opponent is pushed
airguard.velocity = -5.7,-.5 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -8.7,-9 ;X-velocity at which opponent is pushed,
air.hittime = 9999
fall.recovertime = 9999
palfx.time = 35
palfx.add = 0,50,240
palfx.mul = 120,224,150
palfx.sinadd = 85,55,110,10
persistent = 0
air.fall = 1
p2stateno = 3025
p2facing = 1
kill = 0
[State 0, HitOverride]
type = HitOverride
trigger1 = !time
attr = SCA,AA,AP,AT
slot = 0
stateno = 3024
time = 99999999
forceair = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = !time
value = ,AA,AT
time = 99999999
ignorehitpause = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
trigger2 = Pos Y >= 0
value = 3024
ignorehitpause = 1