So, This is how far I've gotten. Lets lay the framework.Spoiler, click to toggle visibilty
[Statedef 3000] type = S movetype = A physics = S juggle = 8 ctrl = 0 velset = 0,0 sprpriority = 2 [State 220, Position] type = PosSet trigger1 = Time = 0 y = 0 [State 1100, VarSet] type = VarSet triggerall = !var(59) triggerall = !var(15) && !var(16) triggerall = !var(20) || var(20) = 6 trigger1 = Time = 0var(5) = ifelse((Command = "orochinagi2" && Power >= 2000) || (Command = "orochinagi3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "orochinagi3" && Power >= 3000, 2, 0)) [State 1100, VarSet] type = VarSet triggerall = var(59) triggerall = !var(15) && !var(16) triggerall = !var(20) || var(20) = 6 trigger1 = Time = 0 var(5) = ifelse((Power = [2000,2999]), random%2, ifelse(Power >= 3000, 1+random%2, 0)) [State 1100, VarSet] type = VarSet triggerall = !var(15) && !var(16) triggerall = var(20) = 1 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const (data.life))<=30 && !var(14)) || var(20) = 4 trigger1 = Time = 0 var(5) = 0 [State 1100, VarSet] type = VarSet triggerall = !var(15) && !var(16) triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || var(20) = 5 trigger1 = Time = 0 var(5) = 2 [State 1100, VarSet] type = VarSet triggerall = var(15) trigger1 = Time = 0 var(5) = 2 [State 1100, VarSet] type = VarSet triggerall = var(16) trigger1 = Time = 0 var(5) = 0 [State 902, 1] type = ChangeAnim Trigger1 = Time = 0 value = ifelse(var(5) = 2, 3020, 3000) [State 170, 1] type = NotHitBy trigger1 = Time = 0 value = SCA time = ifelse(!var(5), 54, ifelse(var(5) = 1, 60, 65)) [State 3000, Superpause] type = SuperPause trigger1 = Time = 5 time = 50+(var(5)*2) movetime = 50+(var(5)*2) anim = -1 sound = -1 pos = 0,0 darken = 0 p2defmul = 1 poweradd = 0 unhittable = 0 [State 3000, VarSet] type = VarSet triggerall = Time = 5 trigger1 = enemynear,stateno != [120,155] trigger1 = !(enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1) trigger1 = !(enemynear,authorname = "Hh" && enemynear,fvar(39) = 1) trigger1 = !(enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane") trigger2 = enemynear,authorname = "warusaki3" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120])) trigger3 = enemynear,authorname = "Hh" && enemynear,fvar(39) = 1 && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4400,4405])) trigger4 = enemynear,authorname = "mouser" && enemynear,name = "Hibiki Takane" && ((enemynear,stateno != [120,155]) && (enemynear,stateno != [4100,4120])) fvar(36) = 50+(var(5)*2) [State 860, 4] type = PowerAdd triggerall = !var(15) && !var(16) triggerall = !var(20) || var(20) = 6 trigger1 = time = 0 value = ifelse(!var(5), -1000, ifelse(var(5) = 1, -2000, -3000)) [State 860, 4] type = PowerAdd triggerall = !var(15) && !var(16) triggerall = var(20) = 4 trigger1 = time = 0 value = -1000 [State 860, 4] type = PowerAdd triggerall = !var(15) && !var(16) triggerall = var(20) = 1 trigger1 = time = 0 value = -1500 [State 860, 4] type = PowerAdd triggerall = !var(15) && !var(16) triggerall = var(20) = 2 || (var(20) = 3 && (100*life/const(data.life))>30) || (var(20) = 3 && (100*life/const (data.life))<=30 && var(14)) || var(20) = 5 trigger1 = time = 0 value = -3000 [State 860, 4] type = PowerAdd triggerall = var(16) trigger1 = time = 0 value = -3000 [State 860, 4] type = PowerAdd triggerall = var(15) trigger1 = time = 0 value = -1000 [State 860, 5] type = Varset trigger1 = time = 0 fvar(13) = 0 [State 860, 5] type = Varset trigger1 = time = 0 var(14) = 0 [State 860, 5] type = Varset trigger1 = time = 0 var(15) = 0 [State 860, 5] type = Varset trigger1 = time = 0 var(16) = 0 [State 3000, AfterImage] type = AfterImage triggerall = !var(18) && prevstateno != [3000,3999] trigger1 = time = 5 time = 999 TimeGap = 3 FrameGap = 4 length = 10 PalBright = 1,1,1 PalContrast = ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 150)),ifelse(!var(5), 128, ifelse(var(5) = 1, 50, 50)),ifelse(!var(5), 128, ifelse(var(5) = 1, 150, 50)) PalAdd = 0,0,0 PalMul = .5,.5,.5 trans = add1 [State 3001, Super] type = Helper trigger1 = Time = 3trigger2 = var(5) = 1 id = 8000 name = "Super" pos = 28,-108 postype = P1 stateno = ifelse((var(20)=[3,5]),8010,8600 ) helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 ;pausemovetime = 999999 supermovetime = 999999 size.xscale = 1 size.yscale = 1 [State 3001, Super] type = Helper trigger1 = Time = 3 id = 8000 name = "Super" pos = 28,-108 postype = P1 stateno = ifelse((var(20)=[3,5]),8010,8000) helpertype = normal keyctrl = 0 ownpal = 1 ignorehitpause = 1 ;pausemovetime = 999999 supermovetime = 999999 size.xscale = 1 size.yscale = 1
If you read the above post all im trying to do is add backround effects for different levels of supers. The supers are all in the same state def and theres already a trigger to activate the backround effects. But, this applies the same effect to all 3 supers. I want indevidual effects for each level. It's obvious im doing this all wrong. But, a friend helped me get this far with some useful advice and now im stuck. The video below details that problem im having.VIDEO The backround when he does the level 2 version is red just like i want it to be. But, as you can see now the super itself is all messed up. It doesn't come out unless you charge it all the way and there's way too much whoosh when he activates it. The vid really helps illustrate what im talking about. Any and all help is appreciate it. Even if its just a link to a tutorial or something. Thanks for everyone's help.