The shield is bound to all other attacks cap has but when i perform this one it flys off screen and when move is done comes back
So the code is here:
;-----------------------------------------------
[Statedef 1030]
type = S
movetype= H
physics = N
juggle = 1
velset = 0,0
poweradd = 0
ctrl = 0
sprpriority = 5
[State 0, ChangeAnim]<=======I TRIED PUTTING THIS THINKING IT WOULD WORK SOMEHOW IDK =(
type = ChangeAnim
triggerall = !time
trigger1 = Helper(10000),stateno!=10000
value = 130;ifelse(Helper(10000),stateno=10000 ,222 ,220)))
ignorehitpause = 1
;persistent =
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1030,(0+(random%4))
volume = 255
channel = -1
[State 1000, var initialize]
type = VarSet
var(4) = 1
trigger1 = time = 0
[State 1030, 1]
type = ChangeAnim
triggerall = PrevStateNo != 9000
trigger1 = time = 0
value = 1032
[State 1002, gethit colorize]
type = PalFX
add = 255,128,0
trigger1 = time = 0
trigger1 = var(4) > 1
time = 5
[State 1002, take damage]
type = LifeAdd
trigger1 = time = 0
var(4) > 1
value = -gethitvar(damage)
kill = 0
[State 0, HitOverride]
type = HitOverride
triggerall = PrevStateNo != 9000
trigger1 = 1 && statetype = S
attr = SCA,NP,SP,HP;,NT,ST,HT
stateno = 1031
slot = 5
ignorehitpause = 1
[State 0, HitOverride]
type = HitOverride
triggerall = PrevStateNo != 9000
trigger1 = 1 && statetype = S
attr = SCA,NA,SA,HA
stateno = 1033
slot = 6
ignorehitpause = 0
[State 1030, PalfX]
type = PalFX
trigger1 = time = 1
add = 100,100,100
mul = 256,256,256
time = 3
ignorehitpause = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time =95
value = 1031
;elem = 1
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1
;------------------------------------------
[StateDef 1031]
type = S
movetype = I
physics = S
anim = 1033
pos = 0,0
ctrl = 0
velset = 0,0
poweradd = 30
[State 1000, var increment]
type = VarAdd
var(4) = 1
trigger1 = 1
; [State 0, ChangeAnim]
; type = ChangeAnim
; triggerall = PrevStateNo != 9000
; trigger1 = time = 0
; value = anim = 1033
; ;elem = 1
; ;ignorehitpause =
; ;persistent =
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP;,NT,ST,HT
stateno = 1032
time = 10
slot = 2
ignorehitpause = 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 20
value = 1031
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 25
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =
;-------------------------------
[StateDef 1032]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
[State 1032, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1000,1
[State 0, Projectile]
type = Projectile
triggerall = PrevStateNo != 9000
trigger1 = time = 0
ProjID = 2030
projanim = 2030
projhitanim = 8022
projremanim = 8022
projcancelanim = 8022
projscale = .5,.5
projremove = 1
projremovetime = -1
velocity = 16,-2 + random/225
remvelocity = 0,0
accel = 0,0
velmul = 1
projhits = 1
projmiss = 0
projpriority = 1
projsprpriority = 3
projedgebound = 40
projstagebound = 40
projheightbound = -240
offset = 0,-80
postype = p1 ;p2,front,back,left,right
attr = S,SP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF ;HLAFD+-
guardflag = MA ;HLA
animtype = light ;light,medium,hard,back,up,diagup
air.animtype = light
priority = 2,Hit ;Hit,Miss,Dodge
damage = 70,1
pausetime = 3,3
sparkno = 3
sparkxy = 30,0
hitsound = 0,0
guardsound = 0,0
ground.type = High ;Low,Trip,None
ground.slidetime = 15
ground.hittime = 25
air.hittime = 20
ground.velocity = -3,0-2
air.velocity = -4,-3
fall = 1
[State 1030, VarSet]
type = ParentVarSet
trigger1 = movecontact
fv = 26
value = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 1
value = 1031
ctrl = 0
;-------------------------------
[StateDef 1033]
type = S
movetype= A
physics = S
juggle = 1
velset = 0,0
pos = 0,0
ctrl = 0
anim = 1003
poweradd = 20
sprpriority = 1
[State 1000, var increment]
type = VarAdd
var(4) = 1
trigger1 = 1
[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 13
anim = 30
sound = S10,0
pos = 0,0
movetime = 5
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;ignorehitpause =
;persistent =
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1;ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 150
;p2stateno = 1042
fall = 1
guard.dist = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 1,1
;ignorehitpause =
;persistent =
[State 1050, end]
type = ChangeState
triggerall = p2stateno != 1033
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------
;----------------------------------------------------------------------
[Statedef 1042]
type = A
movetype = H
physics = N
velset = 0,0
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1041
[State 0, SprPriority]
type = SprPriority
trigger1 = time = 1
value = 5
;ignorehitpause =
;persistent =
[State 0, Turn]
type = Turn
trigger1 =!animelemtime(3) && enemynear,var(13)=-1
ignorehitpause =1
;-------------------------------------
and here is animation
This is where the shield matches the animation
second part of attack
Buckus codes shield attack like this
sorry if its alot