Okay, I can kind of see what your are saying I will begin running more tests. My bad, I worded the first post a bit incorrectly, the move is a time stopping move basically DIO's Za Warudo. The move works perfectly fine I just was curious if it was possible so that it could be enabled at anytime during the round, but only lasts as long as the amount of power in his gauge.
I can post some of the code if it helps?
Here's the code
CMD
Spoiler, click to toggle visibilty
;---------------------------------------------------------------------------
;ZA WARUDO
[State -1, Za Warudo]
type = changestate
value = 2000
triggerall = command ="warudo"
triggerall = var(59)=1 && !ishelper(1) && roundstate=2 && var(20)<=0 && pos y>=0 && power>=3000
trigger1 = ctrl
CNS
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;---------------------------------------------------------------------------
;ZA WARUDO
[Statedef 2000]
type = S
physics = N
movetype = A
anim = 2000
ctrl = 0
velset = 0,0
sprpriority = 1
[State 2000, strengthvar]
type = varset
trigger1 = var(11)!=7
var(11)=7
[State Pos]
type = posset
trigger1 = !time && pos y>0
y = 0
[State 2000, timer]
type = varset
trigger1 = !time
var(20) = ceil(power/16.6666667)+500
[State 2000, snd]
type = stopsnd
trigger1 = !time
channel = -1
[State 2000, snd]
type = playsnd
trigger1 = animelem = 1
value = 2000,0+random%4
channel = 0
[State 2000, superchargepause]
type = superpause
trigger1 = AnimElem = 4
time = 60
movetime = 60
anim = -1
sound= s2001,0+random%4
poweradd = -powermax
p2defmul = 1
darken = 0
[State FX]
type = Explod
trigger1 = AnimElem = 5
ID = 2001
anim = 2001
pos = 0,-60
postype = p1 ;p2,front,back,left,right
facing = 1
bindtime = -1
removetime = 32
supermovetime = 32
removeongethit = 1
sprpriority = -4
scale = 1,1
ownpal = 1
ontop = 1
[State 2000, snd]
type = playsnd
trigger1 = time = 90
value = 2010,1+random%2
volume = 999
channel = 0
[State 2000, nhb]
type = nothitby
trigger1 = 1
time = 1
value = SCA
[State 2000, end]
type = changestate
trigger1 = time >=90
value = 0
ctrl = 1
CNS -2
Spoiler, click to toggle visibilty
[State -2, Za Warudo]
type = varadd
trigger1 = var(20)>0
var(20) = -1
ignorehitpause = 1
[State -2, Za Warudo]
type = pause
trigger1 = var(20)>0 && roundstate=2
time = 2
movetime = 2
ignorehitpause = 1
[State -2, Za Warudo]
type = bgpalfx
trigger1 = roundstate = 2 && var(20)>0
time = 2
color = 0
add= -16-ceil(cos(gametime/60.0*pi)*16),-16-ceil(cos(gametime/60.0*pi)*16),-16-ceil(cos(gametime/60.0*pi)*16)
invertall = 1
ignorehitpause = 1
[State -2, Za Warudo]
type = assertspecial
trigger1 = roundstate=2 && var(20)>0
flag = timerfreeze
flag2 = nomusic
ignorehitpause = 1
[State -2, Remove Sparks]
type = RemoveExplod
trigger1 = StateNo != 1030
trigger1 = StateNo != 1040
trigger1 = StateNo != 3400
id = 1030
[State -2, Remove Sparks]
type = RemoveExplod
trigger1 = StateNo != 3010
id = 3000
Hope that helps.
-A.S.P