Quote:
[Statedef 450] ;<<< my helper appears in crouch high kick
type = C
movetype= I
physics = C
juggle = 7
poweradd= 70
ctrl = 0
velset = 0,0
anim = 450
[State 450, NotHitBy ]
type = NotHitBy
trigger1 = time = 0
value = SCA
Time = 1
[State 0, Helper]
type = Helper
trigger1 = Time = 0
helpertype = normal
name = "Fortune-Head" ;<<<< name of your helper
ID = 10000 ;<<<< ID of your helper
stateno = 10000 ;<<<< state of your helper
pos = 0,0 ;<<<< position of your helper
postype = p1 ;<<<< my helper appears at position 0,0 of P1
keyctrl = 0
ownpal = 0 ;<<<<if your helper has a proper pal put it 1
supermovetime = 0
pausemovetime = 0
[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;-------------------------------------------------------
[Statedef 10000]
type = A
movetype = I
physics = N
anim = 10000 ;<<<<anim of apparition of the helper
;velset = 0,0
sprpriority = -1
[State 10000, BindToRoot] ;<<< because my helper follow p1
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0,0
[State 100000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0 ;<<<< after anim of apparition, helper goes to the 10010 (my helper idle)
value = 10010
;--------------------------------------------------------
[Statedef 10010]
type = A
movetype = I
physics = N
anim = 10010 ;<<<<anim idle of helper
;velset = 0,0
sprpriority = -1
[State 10010, BindToRoot]
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = 0,0
[State 10010, VelSet] ;<<<< follow the player
type = VelSet
trigger1 = 1
x = Root,vel x
y = Root,vel y
[State 10010, Turn] ;<<<< helper turns behind p2
type = Turn
trigger1 = Ceil(P2Dist X) < -15
[State 10010, ChangeState]
type = ChangeState
trigger1 = (Root,stateno = 200) && (Root,Time = 1) ;<<< command "x" helper goes to 10020
trigger1 = Root,MoveType != H
value = 10020
[State 10010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Root,var(4) > 0
value = 10010
;---------------------------------------------------------------------------
[Statedef 10020]
type = A
movetype = A
physics = N
anim = 10020 ;<<<< anim of the helper attacking
velset = 0,0
sprpriority = 1
[State 10060, BindToRoot] ;<<< position of helper when he attacks
type = BindToRoot
trigger1 = 1
time = 1
facing = 1
pos = -15, -45
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA ;<<< mine helper attacks on air, it's a normal attack
damage = 23,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
ID = 10020
sparkno = S8114 ;0
sparkxy = -10, -65
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 10021
ID = 10021
pos = 0,0 ;-15, -45
postype = p1 ;p2,front,back,left,right
scale = 0.15,0.15
sprpriority = 1
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;trans =
;persistent =
;supermove = 0
;pausemove = 0
[State 10020, ChangeState] ;<<<< the helper returns to the idle anim
type = ChangeState
trigger1 = AnimTime =0
value = 10010