Alright, it's been a while since I asked here, lol.
So yeah. I have this attack that would cause the enemy to bind to the player when he is hit:
[State 0, TargetBind]
type = TargetBind
triggerall = time < 36
trigger1 = movehit && p2dist x <= 20 && p2dist y >= -20
time = 1
pos = 20,-20
The problem now is, if it hits the enemy's helper, the enemy ends up being bound to the player. Wanted it such that if the player hits the enemy's helper, the enemy (would of course) not be suddenly bound to the player's attack.
Meh, reopened.
[State 0, TargetBind]
type = TargetBind
triggerall = time < 36
trigger1 = movehit
time = 1
id = 2
pos = 20,-20
[State 1314, 1]
type = HitDef
trigger1 = time%4 = 0
attr = S, NA
damage = 4,1 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime =0,11 ;Time attacker pauses, time opponent shakes
sparkno = 1 ;Spark anim no (Def: set above)
sparkxy = -30, -25 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S9, 30 ;Sound to play on hit
guardsound = S9, 30 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 0 ;Time that the opponent slides back
ground.hittime = 10 ;Time opponent is in hit state
ground.velocity = -10 ,-.8 ;Velocity at which opponent is pushed
airguard.velocity = -10,-.8 ;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 = -10,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12
envshake.time = 5
envshake.freq = 60
envshake.ampl = -4
envshake.phase = 90
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall = 1
id = 2
So yeah, I put the id tag. The problem now is, the enemy would still bind to the attack when the enemy is standing up. This, I truly do not know now what to do. :(
[State 0, TargetBind]
type = TargetBind
triggerall = movehit
trigger1 = p2stateno != 5110 <<<<<<<<<<<<<
time = 1
pos = 20,-20
id = 2
This apparently solved it. Thanks anyway.