Quick question, how would I change the state that Knock Off is set to depending on whether the enemy's item variable (variable 21) is 0 or not? I've tried a couple things but can't get it to work.
Referencing the code of a W.I.P character, you would use this in Statedef -2, replacing ## with your chosen variable:
[State VarSet];Knock Off Activator
type = VarSet
triggerall = enemynear,teammode != simul
triggerall = numenemy >= 1
trigger1 = enemynear,var(20) <= 0
trigger2 = enemynear,var(20) = [1,5]
trigger2 = enemynear,var(21) >= 11
v = ##
value = 1
[State VarSet];Knock Off Activator
type = VarSet
triggerall = enemynear,teammode = simul
triggerall = numenemy >= 1
trigger1 = enemy(0),var(20) <= 0
trigger2 = enemy(0),var(20) = [1,5]
trigger2 = enemy(0),var(21) >= 11
trigger3 = enemy(1),var(20) <= 0
trigger4 = enemy(1),var(20) = [1,5]
trigger4 = enemy(1),var(21) >= 11
v = ##
value = 1
[State VarSet];Knock Off Deactivator
type = VarSet
triggerall = enemynear,teammode != simul
triggerall = numenemy >= 1
trigger1 = enemynear,var(20) = [1,5]
trigger1 = enemynear,var(21) <= 10
trigger2 = enemynear,var(20) >= 8
v = ##
value = 0
[State VarSet];Knock Off Deactivator
type = VarSet
triggerall = enemynear,teammode = simul
triggerall = numenemy >= 1
trigger1 = enemy(0),var(21) <= 10 && enemy(0),var(20) = [1,5]
trigger1 = enemy(1),var(21) <= 10 && enemy(1),var(20) = [1,5]
trigger2 = enemy(0),var(20) >= 8 && enemy(1),var(20) >= 8
v = ##
value = 0
To turn on, the code detects whether your enemy has either used a held item, or has not used an item yet. To turn off. the code detects whether the enemy has used a consumable item. In the case of Simul, BOTH opponents need to have used a consumable item for this to turn off, otherwise it's always on. Hope it helps!