Okay, that makes sense. I have this currently...
Code in Statedef -2:
[State , UnPauseHelper]
type = helper
triggerall = var(52) = 5
trigger1 = (stateno = 5052 || stateno = 13006 || stateno = 14000 || stateno = 14005) && !numhelper(15150)
id = 15150
stateno = 15150
name = "UNPause"
keyctrl = 0
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State -2, Resist]
type = AssertSpecial
triggerall = var(52) = 5
trigger1 = var(43) < 2 && enemy,alive
trigger2 = stateno = 5052
trigger3 = stateno = 13006
trigger4 = stateno = [14000,14005]
flag = noko
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State a, SaveHelper]
type = Helper
triggerall = var(52) = 5
triggerall = roundno != 3 || stateno != [5100,5150]
trigger1 = (RoundState = 2) && (numhelper(15051) = 0)
helpertype = player
name = "SaveP"
id = 15051
postype = p1
stateno = 5051
keyctrl = 0
ignorehitpause = 1
supermovetime = 999999999999999999999
pausemovetime = 999999999999999999999
[State -2]
type = SelfState
triggerall = var(52) = 5
trigger1 = ishelper(15051)
trigger1 = stateno != 5051
value = 5051
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State a, Save]
type = SelfState
triggerall = var(52) = 5
triggerall = !var(17)
triggerall = stateno != 5052
triggerall = stateno != [5100,5150]
triggerall = (stateno != 14000 || stateno != 14005)
triggerall = roundno != 3
trigger1 = (life <= 0) && (numhelper(15051))
value = 5052
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
State 5052:
[Statedef 5052]
Type = U
MoveType = U
Physics = N
anim = 7703
[State ]
type = AssertSpecial
trigger1 = 1
flag = NoKo
flag2 = RoundNotOver
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = NotHitBy
trigger1 = 1
time = -1
value = SCA
value2 = SCA
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = HitOverride
trigger1 = 1
time = -1
attr = SCA,AA,NA,SA,HA,AP,NP,SP,HP,AT,NT,ST,HT
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State , Leave]
type = ChangeState
trigger1 = (var(17)) && var(43) = 2 && var(19) = 2
value = 710
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State , Save]
type = SelfState
triggerall = time >= 1
trigger1 = var(43) < 2 && (life <= 0)
value = 14000
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State , Die]
type = ChangeState
triggerall = time >= 7
trigger1 = var(43) = 2
trigger1 = (life <= 0)
value = 5100
ignorehitpause = 1
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
[State ]
type = Null
Trigger1 = 1
persistent = 256
ignorehitpause = 1
supermovetime = 11111111111
pausemovetime = 11111111111
Alot more nulls but pasting them all is just a waste of space...
This seems to work. When her life is at 0, SaveHelper is a helper which prevents the round from ending, and she has a NoKo active, she then SelfStates to State 5052, and is given immunity to SuperPauses and Pauses through the "UnPauseHelper" and if var(43) is less than 2, she'll SelfState to 14000 where she lifesets to "lifemax / 4" (350 for her). If var(43) is = to 2, then she changes to 5100 and dies normally. The problem now, is that the "Time" trigger won't work for some reason, and I'm about to make a thread for that.