I'll slap myself when I see the simplicity in this. But help me out here.
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[State 255, Time Offset]
type = VarSet
trigger1 = moveContact = 1
var(2) = Time
ignorehitpause = 1
persistent = 0
[State 255, Play Anim]
type = ChangeAnim
triggerall = AnimElemTime(2) >= 0 && AnimElemTime(7) <= 0
trigger1 = hitPauseTime = [1,8 - (7 - Var(2))]
value = anim
elem = 4
ignorehitpause = 1
I need to have this not carry over to a second hit. Basically I need this to stop working after AnimElemTime = 12 or AnimElem =5
I have tried adding triggers to do this with !AnimElem = 5 and !AnimElemTime(13) >=0 but to no avail.
If you want to see the full coded move.
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;Cl.Hk
[Statedef 255]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 255
sprpriority = 2
[State 255, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1, 6
[State 255, Time Offset]
type = VarSet
trigger1 = moveContact = 1
var(2) = Time
ignorehitpause = 1
persistent = 0
[State 255, Play Anim]
type = ChangeAnim
triggerall = AnimElemTime(2) >= 0 && AnimElemTime(7) <= 0
trigger1 = hitPauseTime = [1,8 - (7 - Var(2))]
value = anim
elem = 4
ignorehitpause = 1
[State 255, hit]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = ceil(ifelse(fvar(11) * 35 < 7, 7, fvar(11) * 35)),0
animtype = Heavy
air.animtype = back
fall.animtype = back
guardflag = MA
hitflag = MAF
pausetime = 8,12
sparkno = 0
sparkxy = -30, -90
hitsound = S2, 6
guardsound = S2,0
ground.type = High
ground.slidetime = 18
ground.hittime = 20
ground.velocity = -13
guard.slidetime = 10
guard.hittime = 8
guard.velocity = -5.77
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.2,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 255, heel]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = ceil(ifelse(fvar(11) * 63 < 7, 7, fvar(11) * 63)),0
animtype = Heavy
guardflag = MA
hitflag = MAF
air.animtype = back
pausetime = 11,12
sparkno = 0
sparkxy = -40, -70
hitsound = S2,6
guardsound = S2,0
ground.type = Low
ground.slidetime = 16
ground.hittime = 18
ground.velocity = -13
guard.slidetime = 10
guard.hittime = 8
guard.velocity = -5.77
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.2,-7
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 255, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I
[State 255, end]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1