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Helper effect not disappearing for (9)'s Warachia


Bjay

Question

Move info:

 

Warachia has a move which is performed in the air where he spins to the end with black fx. It works fine in 1.0, but in 1.1 the black fx don't disappear and spazs out. How can I get the fx to vanish?

 

Gif of the move in action: http://gifyu.com/image/LAo

 

The move code

[Statedef 1450]
Type = A
MoveType= A
Physics = N
Juggle = 0
Ctrl = 0
VelSet = 0,0
Anim = 1450
SprPriority = 2
 
[State -1]
Type = VarSet
Trigger1 = Time = 0
V = 2
Value = 0
 
[State -1]
Type = NotHitBy
Trigger1 = Time = [8,21]
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
 
[State -1]
Type = Width
Trigger1 = Anim = 1450
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 11, < 0
Value = 7,7
 
[State -1]
Type = Width
Trigger1 = Anim = 1451
Trigger1 = AnimElem = 13, < 0
Trigger2 = Anim = 1452
Trigger2 = AnimElem = 12, < 0
Player = 0,5
 
[State -1]
Type = PlaySnd
Trigger1 = Anim = 1450
Trigger1 = AnimElem = 2
Value = s1450, 0
Channel = 1
IgnoreHitPause = 1
Persistent = 0
 
[State -1]
Type = PlaySnd
Trigger1 = Anim = 1450
Trigger1 = AnimElem = 1, = 1
Value = s30, 3
Channel = 5
IgnoreHitPause = 1
Persistent = 0
 
[State -1]
Type = Helper
Trigger1 = Anim = 1450
Trigger1 = AnimElem = 5
StateNo = 1455
ID = 1455
PosType = P1
Pos = 1,-99
Ownpal = 1
 
[State -1]
Type = AttackDist
Trigger1 = 1
Value = 0
 
[State -1]
Type = ChangeAnim
Trigger1 = Anim = 1450
Trigger1 = Time > 24
Trigger1 = NumHelper(1455) = 0
Value = 1451
 
[State -1]
Type = ChangeAnim
TriggerAll = Var(59) <= 0
Trigger1 = Anim = 1451
Trigger1 = AnimElem = 2
Trigger1 = Command = "A溜め" || Command = "B溜め" || Command = "C溜め"
Value = 1452
 
[State -1]
Type = ChangeAnim
Trigger1 = Anim = 1451
Trigger1 = AnimElem = 2
Value = 1451
Elem = 3
 
[State -1]
Type = ChangeAnim
Trigger1 = Anim = 1452
Trigger1 = Pos Y >= -20
Trigger1 = AnimElem = 2, < 0
Value = 1452
Elem = 2
 
[State -1]
Type = StateTypeSet
Trigger1 = Anim = 1451
Trigger1 = AnimElem = 3
Trigger2 = Anim = 1452
Trigger2 = AnimElem = 2
StateType = S
MoveType= I
Physics = S
 
[State -1]
Type = PosAdd
Trigger1 = Anim = 1452
Trigger1 = AnimElem = 2, < 0
Y = 20
 
[State -1]
Type = PosSet
Trigger1 = Anim = 1452
Trigger1 = AnimElem = 2
Y = 0
 
[State -1]
Type = PosSet
Trigger1 = Anim = 1451
Trigger1 = AnimElem = 3
X = EnemyNear(Var(3)),Pos X-42*Facing
Y = 0
 
[State -1]
Type = ChangeState
Trigger1 = Anim = [1451,1452]
Trigger1 = AnimTime = 0
Value = 0
Ctrl = 1

 

The helper code

[Statedef 1455]
Type = A
MoveType = A
Physics = N
SprPriority = 4
Anim = 1457
 
[State -1]
Type = VarSet
Trigger1 = Parent,Var(0)%10 = 1
V = 0
Value = 1
IgnoreHitPause = 1
Persistent = 1
 
[State -1]
Type = HitOverRide
Trigger1 = 1
Attr = SCA, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = -1
IgnoreHitPause = 1
 
[State -1]
Type = NotHitBy
Trigger1 = 1
Value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
Time = 1
 
[State -1]
Type = PlaySnd
Trigger1 = Time = 0
Value = s30, 2
Channel = 4
IgnoreHitPause = 1
 
[State -1]
Type = PlaySnd
Trigger1 = Time > 13
Value = s30, 2
Channel = 4
IgnoreHitPause = 1
Persistent = 12
 
[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 1465
ID = 1456
Ownpal = 0
 
[State -1]
Type = Helper
Trigger1 = Time = 0
StateNo = 1465
ID = 1457
Ownpal = 0
 
[State -1]
Type = VelSet
Trigger1 = IsHelper(1455)
Trigger1 = Time = 14
X = 11.875
 
[State -1]
Type = VelSet
Trigger1 = IsHelper(1465)
Trigger1 = Time = 14
X = 7.925
 
[State -1]
Type = VarAdd
Trigger1 = MoveContact = 1
Trigger2 = MoveReversed = 1
V = 1
Value = 1
IgnoreHitPause = 0
Persistent = 1
 
[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
TriggerAll = IsHelper(1455)
Trigger1 = Time = 2 || Time = 8 || Time > 15 && Time%6= 4
Attr = A, SP
Damage = Ceil(Parent,FVar(0)/Parent,FVar(13)*(35-Parent,Var(4)%2)),Ceil(Parent,FVar(0)/Parent,FVar(13)/Parent,FVar(3)*4)
AnimType = Up
HitFlag = MAFD
GuardFlag = MA
Priority = 2, Dodge
PauseTime = 1,4+4*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41)
Guard.PauseTime = 1,4
HitSound = s20,0
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime = 16
AirGuard.CtrlTime = 8
Ground.Velocity = 0,-13*Parent,FVar(36)
Guard.Velocity = -9.5
Air.Velocity = IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2)
AirGuard.Velocity = -4,-1
Down.Velocity = -4,-2*Parent,FVar(36)
SprPriority = 4
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
Fall.XVelocity = 0
Fall.YVelocity = 0
Down.Bounce = 1
EnvShake.Time = 4
EnvShake.Ampl = 3
EnvShake.Freq = 90
YAccel = .6
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(37+Parent,Var(41)-Parent,FVar(35))
GetPower = Ceil(IfElse(Parent,Var(24)>0,0.45,1)*30), Ceil(IfElse(Parent,Var(43)>0,0.88,0.85)*30)
GivePower = Floor(Parent,FVar(31)*30), Floor(0.50*Parent,FVar(31)*30)
 
[State -1]
Type = HitDef
TriggerAll = Parent,Var(25)/10%10 < 3
Trigger1 = IsHelper(1465)
Trigger1 = Time = 2 || Time = 5 || Time = 8 || Time = 11 || Time = 14 || Time > 15 && Time%3= 1
Attr = A, SP
Damage = Ceil(Parent,FVar(0)/Parent,FVar(13)*(28-Parent,Var(4)%2)),Ceil(Parent,FVar(0)/Parent,FVar(13)/Parent,FVar(3)*3)
AnimType = Up
HitFlag = MAFD
GuardFlag = MA
Priority = 2, Dodge
PauseTime = 1,1+1*IfElse(Parent,Var(38)>0,1,0)+Parent,Var(41)
Guard.PauseTime = 1,1
HitSound = s20,0
GuardSound = s120,0
SparkNo = -1
Guard.SparkNo = -1
Ground.Type = High
Air.Type = High
Ground.SlideTime = 16
Ground.HitTime = 16
AirGuard.CtrlTime = 8
Ground.Velocity = 0,-13*Parent,FVar(36)
Guard.Velocity = -9.5
Air.Velocity = IfElse(Parent,Var(50)=1,0,-4),IfElse(Parent,Var(50)=1,-13*Parent,FVar(36),-2)
AirGuard.Velocity = -4,-1
Down.Velocity = -4,-2*Parent,FVar(36)
SprPriority = 4
Ground.CornerPush.VelOff = 0
Air.CornerPush.VelOff = 0
Down.CornerPush.VelOff = 0
Guard.cornerPush.VelOff = 0
Airguard.CornerPush.VelOff = 0
Fall.XVelocity = 0
Fall.YVelocity = 0
Down.Bounce = 1
YAccel = .6
Kill = 1
Guard.Kill = 0
Fall = 1
Air.Fall = 1
Fall.Recover = IfElse(P2MoveType = A,0,1)
Fall.RecoverTime = Ceil(37+Parent,Var(41)-Parent,FVar(35))
GetPower = Ceil(IfElse(Parent,Var(24)>0,0.45,1)*15), Ceil(IfElse(Parent,Var(43)>0,0.88,0.85)*15)
GivePower = Floor(Parent,FVar(31)*15), Floor(0.50*Parent,FVar(31)*15)
 
[State -1]
Type = ParentVarSet
Trigger1 = MoveContact = 1
FV = 25
Value = 0
IgnoreHitPause = 1
Persistent = 1
 
[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit = 1 && HitPauseTime = 0
V = 4
Value = 1
IgnoreHitPause = 1
 
[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit = 1 && HitPauseTime = 0
V = 5
Value = 1
IgnoreHitPause = 1
 
[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit = 1 && HitPauseTime = 0
V = 6
Value = 1
IgnoreHitPause = 1
 
[State -1]
Type = ParentVarAdd
Trigger1 = MoveHit = 1 && HitPauseTime = 0
V = 7
Value = 1
IgnoreHitPause = 1
 
[State -1]
Type = VarRandom
Trigger1 = Time = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
Persistent = 0
 
[State -1]
Type = VarRandom
Trigger1 = MoveHit = 1 && HitPauseTime = 0
V = 8
Range = 0,31
IgnoreHitPause = 1
 
[State -1]
Type = ParentVarSet
Trigger1 = 1
V = 8
Value = Var(8)
IgnoreHitPause = 1
 
[State -1]
Type = VarSet
Trigger1 = IsHelper(1455)
Trigger1 = Time = 2 || Time = 8 || Time > 15 && Time%6= 4
Trigger2 = IsHelper(1465)
Trigger2 = Time = 2 || Time = 5 || Time = 8 || Time = 11 || Time = 14 || Time > 15 && Time%3= 1
V = 38
Value = Parent,Var(38)
IgnoreHitPause = 1
 
[State -1]
Type = ParentVarAdd
TriggerAll = Parent,Var(0)/10000%10 = 0
TriggerAll = MoveGuarded = 1 && HitPauseTime = 0
Trigger1 = Parent,FVar(7) = [40,99]
Trigger2 = (Parent,FVar(7) = [1,39]) && (Target,Var(42)%10 != [1,7])
V = 35
Value = -Floor(40*Parent,FVar(22))
IgnoreHitPause = 1
 
[State -1]
Type = ParentVarAdd
TriggerAll = Parent,Var(0)/10000%10 = 0
TriggerAll = MoveGuarded = 1 && HitPauseTime = 0
Trigger1 = (Parent,FVar(7) = [1,39]) && (Target,Var(42)%10 = [1,7])
V = 35
Value = Ceil(Parent,Var(32)*(0.05+(-EnemyNear(Parent,Var(3)),Var(36)+100)*0.0005))
IgnoreHitPause = 1
 
[State -1]
Type = TargetState
TriggerAll = Parent,Var(0)/10000%10 = 0
TriggerAll = Parent,Var(58) = 0
TriggerAll = RoundState = 2
Trigger1 = Parent,Var(35) < 0
Trigger1 = Parent,FVar(23) = 0
Trigger1 = EnemyNear(Parent,Var(3)),StateNo = 150 || EnemyNear(Parent,Var(3)),StateNo = 152 || EnemyNear(Parent,Var(3)),StateNo = 154
Value = 5310
IgnoreHitPause = 1
 
[State -1]
Type = Helper
Trigger1 = IsHelper(1455)
Trigger1 = MoveHit = 1 && HitPauseTime = 0
Trigger1 = P2MoveType = H
StateNo = 16100
ID = 16100+IfElse(Var(38)=0,0,10)
PosType = P2
Pos = 0,-55+Ceil(P2BodyDist Y/6)
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
 
[State -1]
Type = Helper
Trigger1 = IsHelper(1465)
Trigger1 = MoveHit = 1 && HitPauseTime = 0
Trigger1 = P2MoveType = H
StateNo = 16100
ID = 16101+IfElse(Var(38)=0,0,10)
PosType = P2
Pos = 0,-55+Ceil(P2BodyDist Y/6)
Ownpal = 1
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
 
[State -1]
Type = Explod
Trigger1 = MoveGuarded = 1 && HitPauseTime = 0
Trigger1 = P2StateNo != 5310 && P2MoveType = H
Anim = IfElse((1.00*Parent,Var(35)/Parent,Var(32)=[0.00,0.34]),10122,10121)
ID = 10120
PosType = P2
Pos = 15,-55+Ceil(P2BodyDist Y/6)
Random = 30,30
Scale = 0.5,0.5
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999
 
[State -1]
Type = AssertSpecial
Trigger1 = 1
Flag = Noshadow
IgnoreHitPause = 1
 
[State -1]
Type = DestroySelf
Trigger1 = FrontEdgeDist < -52

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4 answers to this question

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In the end I came up with a band-aid solution. I borrowed the effects from the super version and implemented that into the move. The move is back to normal, it just looks different now, haha.

 

Thanks for your helps guys.

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