Sorry for late reply
This is how I have the attackmulset set up in statedef -3
[State -3, Attack Scale]
type = AttackMulSet
trigger1 = 1
value = fvar(10)
ignorehitpause = 1
[State -3, Reset var when the opponent recovers]
type = Varset
trigger1 = numenemy
trigger1 = (enemynear,movetype!=H)
trigger2 = !numenemy
fvar(10) = 1
ignorehitpause = 1
And I have this code for independent moves so I can assign separate damage dampeners for each move.
[State 200, Damage Dampen]
type = varset
trigger1 = movehit
fvar(10) = fvar(10)*0.9
ignorehitpause = 1
persistent = 0
Now I'm working back on the version of the character when I haven't separated the startup as a separate state to try the new method presented so I'm trying to do the explod method:
The move that does the multi-hit(Move A) have helper as the one that does the multi-hit.
So I set up the explod like this in the helper's state:
[State 0, Explod]
type = Explod
trigger1 = 1
anim = 2523
ID = 718
pos = 0,0
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pausemovetime = 0
removeongethit = 0
ignorehitpause = 1
And then for Move B's state (this one doesn't use helper this time), I applied the removexplod and damage dampener:
[State 200, Damage Dampen]
type = varset
triggerall = Numexplod(718)
trigger1 = !time
fvar(10) = fvar(10)*0.9
ignorehitpause = 1
[State 0, RemoveExplod]
type = RemoveExplod
triggerall = numexplod(718)
trigger1 = fvar(10):=fvar(10)*0.9 || 1 ;This sets the fvar
id = 718
ignorehitpause = 1
I did this since I'm not sure if the 2nd state you might be referring to is the move that's cancelled into (move B).
I tried running it and the dampener is not working. I also tried applying the varadd codes above in statedef -2 as I apply the explod and the dampener codes and it's still not working. I also tried changing the varset to parentvarset and even that still didn't work.
Is there something that I might have overlooked or missing that might be the reason why it may not have worked?