Alright, I'll explain. Here is the code actually used in Lucario:

[Statedef 2000]

Type = S

MoveType = A

Physics = S

Juggle = 1

VelSet = 0,0

Ctrl = 0

Anim = 2000

PowerAdd = -2000

SprPriority = 2

[State 2000, NotHitBy]

Type = NotHitBy

Trigger1 = 1

Value = SCA,AA,AP,AT

Time = 1

IgnoreHitPause = 1

[State 2000, Helper]

Type = Helper

Trigger1 = Time = 0

Name = "Super Helper"

ID = 6000

StateNO = 6000

Pos = 0,0

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

SuperMoveTime = 216000

[State 2000, LifeSet]

Type = LifeSet

Trigger1 = (Helper(6000),Life) < 1000

Trigger1 = (Helper(6000),Life)

Value = (Helper(6000),Life)

[State 2000, Back Arm]

Type = Helper

Trigger1 = Time = 202

Name = "Back Arm"

ID = 2001

StateNO = 2001

Pos = 21,-81

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

SuperMoveTime = 216000

[State 2000, Front Arm]

Type = Helper

Trigger1 = Time = 202

Name = "Front Arm"

ID = 2002

StateNO = 2002

Pos = 21,-83

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

SuperMoveTime = 216000

[State 2000, VarSet]

Type = VarSet

Trigger1 = Time = 0

V = 1

Value = 0

[State 2000, SuperPause]

Type = SuperPause

Trigger1 = Time = 0

Time = 196

Anim = -1

Sound = S1000,0

Pos = 0,0

MoveTime = 196

Darken = 1

P2DefMul = 0

PowerAdd = 0

UnHittable = 1

[State 2000, Explod]

Type = Explod

Trigger1 = Time = 25

Anim = 1501

ID = 2000

Space = Stage

Pos = -130 * Facing,-255

Facing = Facing

VFacing = 1

BindID = ID

BindTime = -1

Vel = 0,0

Accel = 0,0

RemoveTime = -2

Scale = 1,1

SprPriority = 9

OnTop = 0

Shadow = 0,0,0

OwnPal = 1

RemoveOnGetHit = 1

SuperMoveTime = 216000

[State 2000, Aura Effect]

Type = Explod

Trigger1 = Time = 25

Anim = 1502 + ((PalNo = 4)*5)

ID = 2001

Space = Stage

Pos = 22 * Facing,-54

Facing = Facing

VFacing = 1

BindID = ID

BindTime = -1

Vel = 0,0

Accel = 0,0

RemoveTime = -2

Scale = 1,1

SprPriority = 8

OnTop = 0

Shadow = 0,0,0

OwnPal = 1

RemoveOnGetHit = 1

SuperMoveTime = 216000

[State 2000, Voice]

Type = PlaySnd

Trigger1 = Time = 30

Value = S2000,0

VolumeScale = 100

Channel = 0

LowPriority = 0

Freqmul = 1.0

Loop = 0

Pan = 0

[State 2000, Sound]

Type = PlaySnd

Trigger1 = Time = 49

Value = S2000,2

VolumeScale = 100

Channel = 1

LowPriority = 0

Freqmul = 1.0

Loop = 0

Pan = 0

[State 2000, Effects 1]

Type = Explod

Trigger1 = Time = 49

Anim = 2005

ID = 2002

Space = Stage

Pos = -22 * Facing,-68

Facing = Facing

VFacing = 1

BindID = ID

BindTime = -1

Vel = 0,0

Accel = 0,0

RemoveTime = -2

Scale = 0.5,0.5

SprPriority = 9

OnTop = 0

Shadow = 0,0,0

OwnPal = 1

RemoveOnGetHit = 1

SuperMoveTime = 216000

[State 2000, Effects 2]

Type = Explod

Trigger1 = Time = 49

Anim = 2006

ID = 2006

Space = Stage

Pos = -22 * Facing,-78

Facing = Facing

VFacing = 1

BindID = ID

BindTime = -1

Vel = 0,0

Accel = 0,0

RemoveTime = -2

Scale = 0.5,0.5

SprPriority = 8

OnTop = 0

Shadow = 0,0,0

OwnPal = 1

RemoveOnGetHit = 1

SuperMoveTime = 216000

[State 2000, Voice 2]

Type = PlaySnd

Trigger1 = Time = 193

Value = S2000,1

VolumeScale = 100

Channel = 0

LowPriority = 0

Freqmul = 1.0

Loop = 0

Pan = 0

[State 2000, Aura Effect 2]

Type = Explod

Trigger1 = Time = 193

Anim = 1503 + ((PalNo = 4)*5)

ID = 2004

Space = Stage

Pos = 0,0

Facing = Facing

VFacing = 1

BindID = ID

BindTime = -1

Vel = 0,0

Accel = 0,0

RemoveTime = -2

Scale = 0.5,0.5

SprPriority = 9

OnTop = 0

Shadow = 0,0,0

OwnPal = 1

RemoveOnGetHit = 1

SuperMoveTime = 216000

[State 2000, VarAdd]

Type = VarAdd

Trigger1 = !AILevel

Trigger1 = Time >= 202

Trigger1 = Command = "holdup"

Trigger1 = Var(1) < 45

V = 1

Value = 1

[State 2000, VarAdd]

Type = VarAdd

Trigger1 = !AILevel

Trigger1 = Time >= 202

Trigger1 = Command = "holddown"

Trigger1 = Var(1) > 0

V = 1

Value = -1

[State 2000, VarSet]

Type = VarSet

Trigger1 = AILevel

Trigger1 = Time >= 202

V = 2

Value = -Floor((180*ATan(P2Dist Y/IfElse(P2Dist X <= 0, 0.1, P2Dist X*1.0)))/PI)

[State 2000, VarAdd]

Type = VarAdd

Trigger1 = AILevel

Trigger1 = Time >= 202

Trigger1 = Var(1) < Var(2)

Trigger1 = Var(1) < 45

V = 1

Value = 1

[State 2000, VarAdd]

Type = VarAdd

Trigger1 = AILevel

Trigger1 = Time >= 202

Trigger1 = Var(1) > Var(2)

Trigger1 = Var(1) > 0

V = 1

Value = -1

[State 2000, Helper]

Type = Helper

Trigger1 = Time = 202

Name = "Super Aura Storm"

ID = 2003

StateNO = 2003

Pos = 20,-80

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

[State 2000, End]

Type = ChangeState

Trigger1 = AnimTime = 0

Value = 0

Ctrl = 1

;---------------------------------------------------------------------------

; Back Arm

[Statedef 2001]

Type = S

MoveType = A

Physics = S

Juggle = 1

VelSet = 0,0

Ctrl = 0

Anim = 2001

PowerAdd = 0

SprPriority = 1

[State 2001, BindToRoot]

Type = BindToRoot

Trigger1 = 1

Time = 1

Facing = 1

Pos = 21, -81

[State 2001, AngleDraw]

Type = AngleDraw

Trigger1 = 1

Value = Root,Var(1)

[State 2001, DestroySelf]

Type = DestroySelf

Trigger1 = Root,AnimTime >= -3

Trigger2 = Root,StateNO != 2000

;---------------------------------------------------------------------------

; Front Arm

[Statedef 2002]

Type = S

MoveType = A

Physics = S

Juggle = 1

VelSet = 0,0

Ctrl = 0

Anim = 2002

PowerAdd = 0

SprPriority = 3

[State 2002, BindToRoot]

Type = BindToRoot

Trigger1 = 1

Time = 1

Facing = 1

Pos = 21, -83

[State 2002, AngleDraw]

Type = AngleDraw

Trigger1 = 1

Value = Root,Var(1)

[State 2002, DestroySelf]

Type = DestroySelf

Trigger1 = Root,AnimTime >= -3

Trigger2 = Root,StateNO != 2000

;---------------------------------------------------------------------------

; Super Aura Storm (Helper)

[Statedef 2003]

Type = S

MoveType = A

Physics = S

Juggle = 1

VelSet = 0,0

Ctrl = 0

Anim = 2003 + ((Root,PalNo = 4)*4)

PowerAdd = 0

SprPriority = 9

[State 2003, Trans]

Type = Trans

Trigger1 = Anim = 2003

Trans = Add

[State 2003, Trans]

Type = Trans

Trigger1 = Anim = 2007

Trans = Sub

[State 2003, AngleDraw]

Type = AngleDraw

Trigger1 = 1

Value = Root,Var(1)

Scale = 1.0 / CameraZoom, 1

[State 2003, Som]

Type = PlaySnd

Trigger1 = Time = 0

Value = S1500,1

VolumeScale = 100

Channel = 4

LowPriority = 0

Freqmul = 1.0

Loop = 0

Pan = 0

[State 2003, Hit]

Type = Helper

Trigger1 = !(Time%10)

Trigger1 = Time < 90

Name = "Hit"

ID = 2004

StateNO = 2004

Pos = 150-ABS(Root,Var(1)), -Root,Var(1)

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 0

[State 2003, Hit]

Type = Helper

Trigger1 = !(Time%10)

Trigger1 = Time < 90

Name = "Hit"

ID = 2004

StateNO = 2004

Pos = 150-ABS(Root,Var(1)) + (750 * Cos((Root,Var(1)*PI)/180.0) * Facing), -Root,Var(1) - (750 * Sin((Root,Var(1)*PI)/180.0))

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 750

[State 2003, Hit]

Type = Helper

Trigger1 = !(Time%10)

Trigger1 = Time < 90

Name = "Hit"

ID = 2004

StateNO = 2004

Pos = 150-ABS(Root,Var(1)) + (1500 * Cos((Root,Var(1)*PI)/180.0) * Facing), -Root,Var(1) - (1500 * Sin((Root,Var(1)*PI)/180.0))

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 1500

[State 2003, Hit]

Type = Helper

Trigger1 = Time = 90

Name = "Hit"

ID = 2005

StateNO = 2004

Pos = 150-ABS(Root,Var(1)), -Root,Var(1)

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 0

[State 2003, Hit]

Type = Helper

Trigger1 = Time = 90

Name = "Hit"

ID = 2005

StateNO = 2004

Pos = 150-ABS(Root,Var(1)) + (750 * Cos((Root,Var(1)*PI)/180.0) * Facing), -Root,Var(1) - (750 * Sin((Root,Var(1)*PI)/180.0))

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 750

[State 2003, Hit]

Type = Helper

Trigger1 = Time = 90

Name = "Hit"

ID = 2005

StateNO = 2004

Pos = 150-ABS(Root,Var(1)) + (1500 * Cos((Root,Var(1)*PI)/180.0) * Facing), -Root,Var(1) - (1500 * Sin((Root,Var(1)*PI)/180.0))

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 1500

[State 2003, BindToRoot]

Type = BindToRoot

Trigger1 = 1

Time = 1

Facing = 1

Pos = 20,-80

[State 2003, AssertSpecial]

Type = AssertSpecial

Trigger1 = 1

Flag = NoShadow

[State 2003, Sumir]

Type = DestroySelf

Trigger1 = AnimTime = 0

Trigger2 = Root,StateNO != 2000

;---------------------------------------------------------------------------

; Super Aura Storm (Helper Hit)

[Statedef 2004]

Type = S

MoveType = A

Physics = N

Juggle = 1

VelSet = 0,0

Ctrl = 0

Anim = 2004

PowerAdd = 0

SprPriority = 0

[State 2004, VarSet 1]

Type = VarSet

Trigger1 = (EnemyNear,Const(Size.Mid.Pos.Y) + EnemyNear,Pos Y) < Pos Y

Trigger1 = EnemyNear,Pos Y < 0

V = 0

Value = 1

[State 2004, VarSet 2]

Type = VarSet

Trigger1 = (EnemyNear,Const(Size.Mid.Pos.Y) + EnemyNear,Pos Y) > Pos Y

V = 0

Value = -1

[State 2004, VarSet 3]

Type = VarSet

Trigger1 = (EnemyNear,Const(Size.Mid.Pos.Y) + EnemyNear,Pos Y) = Pos Y

V = 0

Value = 0

[State 2004, VarSet 4]

Type = VarSet

Trigger1 = 1

V = 1

Value = Parent,Pos X + (150 * Facing)-ABS(Root,Var(1))

[State 2004, VarSet 5]

Type = VarSet

Trigger1 = 1

V = 2

Value = Parent,Pos Y + -Root,Var(1)

[State 2004, Hit]

Type = HitDef

Trigger1 = !MoveHit

Trigger1 = !MoveGuarded

Attr = S,HP

Damage = Floor(40.0*(Root,FVar(0))),Floor(14.0*(Root,FVar(0)))

AnimType = Hard

GuardFlag = MA

HitFlag = MAF

Priority = 5,Hit

PauseTime = 0,0

Guard.PauseTime = 0,30

SparkNO = S6001+Random%3

Guard.SparkNO = 40

SparkXY = -10,0

HitSound = S198,5

GuardSound = S199,0

Ground.Type = Low

Ground.SlideTime = 5

Ground.HitTime = 30

Ground.Velocity = -8,Cond(IsHelper(2005), -8, Var(0))

AirGuard.Velocity = -4,Cond(IsHelper(2005), -8, Var(0)/2.0)

Air.Type = Low

Air.Velocity = -8,Cond(IsHelper(2005), -8, Var(0))

Air.HitTime = 30

Ground.CornerPush.VelOff = 0

Air.CornerPush.VelOff = 0

Down.CornerPush.VelOff = 0

Guard.CornerPush.VelOff = 0

Airguard.CornerPush.VelOff = 0

GetPower = 0,0

GivePower = 0,0

Fall = Cond(IsHelper(2005), 1, 0)

Air.Fall = Cond(IsHelper(2005), 1, 0)

Fall.Recover = 1

[State 2004, TargetFacing]

Type = TargetFacing

Trigger1 = MoveHit = 1

Value = -1

[State 2004, TargetState]

Type = TargetState

Trigger1 = MoveHit = 1

Trigger1 = !IsHelper(2005)

Value = 2005

[State 2004, PosSet]

Type = PosSet

Trigger1 = 1

X = Var(1) + (((25.0 * Time) + Const(Size.Air.Back)) * Cos((Root,Var(1)*PI)/180.0)) * Facing

Y = Var(2) - (((25.0 * Time) + Const(Size.Air.Back)) * Sin((Root,Var(1)*PI)/180.0))

[State 2004, Sumir]

Type = DestroySelf

Trigger1 = Root,StateNO != 2000

Trigger2 = Time = 30

;---------------------------------------------------------------------------

; Enemy Hit by Super Aura Storm

[Statedef 2005]

Type = A

MoveType = H

Physics = N

Juggle = 1

VelSet = 0,0

Ctrl = 0

PowerAdd = 0

SprPriority = 0

[State 2005, ChangeAnim]

Type = ChangeAnim

Trigger1 = SelfAnimExist(5017)

Value = 5017

[State 2005, ChangeAnim 2]

Type = ChangeAnim

Trigger1 = !SelfAnimExist(5017)

Trigger1 = SelfAnimExist(5012)

Value = 5012

[State 2005, ChangeAnim2]

Type = ChangeAnim2

Trigger1 = !SelfAnimExist(5017)

Trigger1 = !SelfAnimExist(5012)

Value = 1506

[State 2005, VelSet]

Type = VelSet

Trigger1 = 1

X = -4

Y = GetHitVar(YVel)

[State 2005, SelfState]

Type = SelfState

Trigger1 = Time = 30

Value = Cond(Pos Y = 0, 0, Cond(Pos Y > 0, 52, 50))

Ctrl = 1

Here is a picture of the attack. The hitboxes can be noted as the "failure box" sprites. This beam can move very smoothly in its corresponding trigonometric angle when the player presses up or down.

Thing is that I'm not looking for a beam that passes through the enemy and continues across the screen. I want in essence, a projectile chain beam with the added functionality of helpers that allow angle orientation of those hitboxes.

My first attempt involved ridding of the beam helper and only keeping the hitboxes and their behavior. It failed completely, so I figured that the beam helper is required and that I can't make the player do this directly.

So I decided to make that beam helper into a muzzle flash instead and kept the code mostly intact. Here was my latest attempt at trying to take port this code in another character.

;---------------------------------------------------------------------------

; Super Aura Storm

[Statedef 1999]

Type = S

MoveType = A

Physics = S

Juggle = 1

VelSet = 0,0

Ctrl = 0

Anim = 1100

PowerAdd = -2000

SprPriority = 2

[State 2000, NotHitBy]

Type = NotHitBy

Trigger1 = 1

Value = SCA,AA,AP,AT

Time = 1

IgnoreHitPause = 1

[State 2000, VarSet]

Type = VarSet

Trigger1 = Time = 0

V = 1

Value = 0

[State 2000, VarAdd]

Type = VarAdd

Trigger1 = !AILevel

Trigger1 = Time >= 20

Trigger1 = Command = "holdup"

Trigger1 = Var(1) < 45

V = 1

Value = 1

[State 2000, VarAdd]

Type = VarAdd

Trigger1 = !AILevel

Trigger1 = Time >= 20

Trigger1 = Command = "holddown"

Trigger1 = Var(1) > 0

V = 1

Value = -1

[State 2000, VarSet]

Type = VarSet

Trigger1 = AILevel

Trigger1 = Time >= 202

V = 2

Value = -Floor((180*ATan(P2Dist Y/IfElse(P2Dist X <= 0, 0.1, P2Dist X*1.0)))/PI)

[State 2000, VarAdd]

Type = VarAdd

Trigger1 = AILevel

Trigger1 = Time >= 202

Trigger1 = Var(1) < Var(2)

Trigger1 = Var(1) < 45

V = 1

Value = 1

[State 2000, VarAdd]

Type = VarAdd

Trigger1 = AILevel

Trigger1 = Time >= 202

Trigger1 = Var(1) > Var(2)

Trigger1 = Var(1) > 0

V = 1

Value = -1

[State 2000, Helper]

Type = Helper

Trigger1 = Time = 20

Name = "Super Aura Storm"

ID = 2003

StateNO = 2003

Pos = 20,-80

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

[State 2000, End]

Type = ChangeState

Trigger1 = AnimTime = 0

Value = 0

Ctrl = 1

;---------------------------------------------------------------------------

; Super Aura Storm (Helper)

[Statedef 2003]

Type = S

MoveType = A

Physics = S

Juggle = 1

VelSet = 0,0

Ctrl = 0

Anim = 1110

PowerAdd = 0

SprPriority = 9

[State 2003, AngleDraw]

Type = AngleDraw

Trigger1 = 1

Value = Root,Var(1)

Scale = 1.0 / CameraZoom, 1

[State 2003, Hit]

Type = Helper

Trigger1 = !(Time%10)

Trigger1 = Time < 90

Name = "Hit"

ID = 2004

StateNO = 2004

Pos = 1-ABS(Root,Var(1)), -Root,Var(1)

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 0

[State 2003, Hit]

Type = Helper

Trigger1 = !(Time%10)

Trigger1 = Time < 90

Name = "Hit"

ID = 2004

StateNO = 2004

Pos = 1-ABS(Root,Var(1)) + (750 * Cos((Root,Var(1)*PI)/180.0) * Facing), -Root,Var(1) - (750 * Sin((Root,Var(1)*PI)/180.0))

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 750

[State 2003, Hit]

Type = Helper

Trigger1 = !(Time%10)

Trigger1 = Time < 90

Name = "Hit"

ID = 2004

StateNO = 2004

Pos = 150-ABS(Root,Var(1)) + (1500 * Cos((Root,Var(1)*PI)/180.0) * Facing), -Root,Var(1) - (1500 * Sin((Root,Var(1)*PI)/180.0))

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 1500

[State 2003, Hit]

Type = Helper

Trigger1 = Time = 90

Name = "Hit"

ID = 2005

StateNO = 2004

Pos = 1-ABS(Root,Var(1)), -Root,Var(1)

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 0

[State 2003, Hit]

Type = Helper

Trigger1 = Time = 90

Name = "Hit"

ID = 2005

StateNO = 2004

Pos = 1-ABS(Root,Var(1)) + (750 * Cos((Root,Var(1)*PI)/180.0) * Facing), -Root,Var(1) - (750 * Sin((Root,Var(1)*PI)/180.0))

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 750

[State 2003, Hit]

Type = Helper

Trigger1 = Time = 90

Name = "Hit"

ID = 2005

StateNO = 2004

Pos = 1-ABS(Root,Var(1)) + (1500 * Cos((Root,Var(1)*PI)/180.0) * Facing), -Root,Var(1) - (1500 * Sin((Root,Var(1)*PI)/180.0))

PosType = P1

Facing = 1

KeyCtrl = 0

OwnPal = 1

Size.Air.Back = 1500

[State 2003, BindToRoot]

Type = BindToRoot

Trigger1 = 1

Time = 1

Facing = 1

Pos = 0,0

[State 2003, AssertSpecial]

Type = AssertSpecial

Trigger1 = 1

Flag = NoShadow

[State 2003, Sumir]

Type = DestroySelf

Trigger1 = AnimTime = 0

Trigger2 = Root,StateNO != 1999

;---------------------------------------------------------------------------

; Super Aura Storm (Helper Hit)

[Statedef 2004]

Type = S

MoveType = A

Physics = N

Juggle = 1

VelSet = 0,0

Ctrl = 0

Anim = 1310

PowerAdd = 0

SprPriority = 0

[State 2004, VarSet 1]

Type = VarSet

Trigger1 = (EnemyNear,Const(Size.Mid.Pos.Y) + EnemyNear,Pos Y) < Pos Y

Trigger1 = EnemyNear,Pos Y < 0

V = 0

Value = 1

[State 2004, VarSet 2]

Type = VarSet

Trigger1 = (EnemyNear,Const(Size.Mid.Pos.Y) + EnemyNear,Pos Y) > Pos Y

V = 0

Value = -1

[State 2004, VarSet 3]

Type = VarSet

Trigger1 = (EnemyNear,Const(Size.Mid.Pos.Y) + EnemyNear,Pos Y) = Pos Y

V = 0

Value = 0

[State 2004, VarSet 4]

Type = VarSet

Trigger1 = 1

V = 1

Value = Parent,Pos X + (150 * Facing)-ABS(Root,Var(1))

[State 2004, VarSet 5]

Type = VarSet

Trigger1 = 1

V = 2

Value = Parent,Pos Y + -Root,Var(1)

[State 2004, Hit]

Type = HitDef

Trigger1 = !MoveHit

Trigger1 = !MoveGuarded

Attr = S,HP

Damage = Floor(40.0*(Root,FVar(0))),Floor(14.0*(Root,FVar(0)))

AnimType = Hard

GuardFlag = MA

HitFlag = MAF

Priority = 5,Hit

PauseTime = 0,0

Guard.PauseTime = 0,30

SparkNO = S4000+Random%3

guard.sparkno = S4000

SparkXY = -10,0

HitSound = S1100,1

GuardSound = S199,0

Ground.Type = Low

Ground.SlideTime = 5

Ground.HitTime = 30

Ground.Velocity = -8,Cond(IsHelper(2005), -8, Var(0))

AirGuard.Velocity = -4,Cond(IsHelper(2005), -8, Var(0)/2.0)

Air.Type = Low

Air.Velocity = -8,Cond(IsHelper(2005), -8, Var(0))

Air.HitTime = 30

Ground.CornerPush.VelOff = 0

Air.CornerPush.VelOff = 0

Down.CornerPush.VelOff = 0

Guard.CornerPush.VelOff = 0

Airguard.CornerPush.VelOff = 0

GetPower = 0,0

GivePower = 0,0

Fall = Cond(IsHelper(2005), 1, 0)

Air.Fall = Cond(IsHelper(2005), 1, 0)

Fall.Recover = 1

[State 2004, TargetFacing]

Type = TargetFacing

Trigger1 = MoveHit = 1

Value = -1

[State 2004, TargetState]

Type = TargetState

Trigger1 = MoveHit = 1

Trigger1 = !IsHelper(2005)

Value = 2005

[State 2004, PosSet]

Type = PosSet

Trigger1 = 1

X = Var(1) + (((25.0 * Time) + Const(Size.Air.Back)) * Cos((Root,Var(1)*PI)/180.0)) * Facing

Y = Var(2) - (((25.0 * Time) + Const(Size.Air.Back)) * Sin((Root,Var(1)*PI)/180.0))

[State 2004, Sumir]

Type = DestroySelf

Trigger1 = Root,StateNO != 1999

Trigger2 = Time = 30

;---------------------------------------------------------------------------

; Enemy Hit by Super Aura Storm

[Statedef 2005]

Type = A

MoveType = H

Physics = N

Juggle = 1

VelSet = 0,0

Ctrl = 0

PowerAdd = 0

SprPriority = 0

[State 2005, ChangeAnim]

Type = ChangeAnim

Trigger1 = SelfAnimExist(5017)

Value = 5017

[State 2005, ChangeAnim 2]

Type = ChangeAnim

Trigger1 = !SelfAnimExist(5017)

Trigger1 = SelfAnimExist(5012)

Value = 5012

[State 2005, ChangeAnim2]

Type = ChangeAnim2

Trigger1 = !SelfAnimExist(5017)

Trigger1 = !SelfAnimExist(5012)

Value = 1506

[State 2005, VelSet]

Type = VelSet

Trigger1 = 1

X = -4

Y = GetHitVar(YVel)

[State 2005, SelfState]

Type = SelfState

Trigger1 = Time = 30

Value = Cond(Pos Y = 0, 0, Cond(Pos Y > 0, 52, 50))

Ctrl = 1

-----------------------------------------------------------------------------------------

And unfortunately, it barely functions. It does shoot out the muzzle flash helper and the projectiles but they don't rotate and their collision stops effecting the enemy after the first hits of contact.

BTW, I managed to find the variable (2) stands for at the bottom of the cns files:

;---------------------------------------------------------------------------

; Variáveis em uso

; FVar(0) = Multiplicador de dano

; Var(0) = Seleção de Helper

; Var(1) = Ângulo do Super Aura Storm

; Var(2) = Ângulo do Super Aura Storm (AI) e do Air Aura Sphere (AI)

; Var(3) = Armazena dano recebido em supers

; Var(4) = Dector de 2 vitórias

; Var(8) = Define uso do Special Command para a AI

; Var(9) = Armazena tempo no Extreme Speed

; Var(10) = Controla Tempo dos botões no Extreme Speed

; Var(11) até Var(19) = Armazena state dos botões

; Var(20) até Var(25) = Armazena quantidade dos botões

; Var(26) = Duração do Extreme Speed (Running)

; Var(58) = AI Random

; Var(59) = Armazenagem de vitórias - Não é resetada

Thing is that var(2) is an A.I variable that is never declared anywhere on the cns file. Its simply just addressed as a varset state. I would think that it would need to be declared as a varadd before it can be set to do something, but then again, I don't know if AI components of an attack require variable declarations or not.