This error doesn't make a lot of sense, never seen that before.
Did it do that error before you made your modification ?
What modifications did you do ?
Post the code of the tomahawk and the code of the move throwing it.
I redownloaded the character and couldnt get the error to happen after throwing many tomahawks.
I changed the vels for the tomahawks and took off some ticks in the air file for the throwing animation making everything faster.
I changed air.juggle in the hitdef/proj of 3110 to 0 and modified ground and air vels.
I also made Statedef 3100 (Tomahawk throw) cancelable from 1500(her overhead) and 420.
Super
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[Statedef 3100]
type = S
movetype = A
physics = S
juggle = 8
ctrl = 0
velset = 0,0
[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0
[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((Command = "ƒnƒ‹ƒo[ƒgƒtƒ‰ƒ“ƒLƒXƒJ2" && Power >= 2000) || (Command = "ƒnƒ‹ƒo[ƒgƒtƒ‰ƒ“ƒLƒXƒJ3" && (Power >= 2000 && Power < 3000)), 1, ifelse(Command = "ƒnƒ‹ƒo[ƒgƒtƒ‰ƒ“ƒLƒXƒJ3" && 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 170, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = ifelse(!var(5), 53, ifelse(var(5) = 1, 59, 64))
[State 3000, Superpause]
type = SuperPause
trigger1 = Time = 4
time = 53+(var(5)*2)
movetime = 53+(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 = 4
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 3000, AfterImage]
type = AfterImage
triggerall = !var(18) && prevstateno != [3000,3999]
trigger1 = time = 4
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 = 2
id = 8000
name = "Super"
pos = ceil(-10*const(size.xscale)),ceil(-95*const(size.yscale))
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
[State 1000, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = random%3
[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
value = 3100
[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0
channel = 0
[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 5
[State 1000, 2]
type = Explod
trigger1 = AnimElem = 2
id = 7000
anim = 7000
pos = 0,0
postype = p1
bindtime = -1
sprpriority = -1
shadow = 100,100,100
[State 1000,Super]
type = Helper
trigger1 = time = 1
id = 3111
name = "air_koouken_effect"
pos = 0,0
postype = P1
stateno = 3111
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(7) = 1
id = 3110
name = "air_koouken"
pos = 48,-70
postype = P1
stateno = 3110
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 920, 0]
type = Posfreeze
trigger1 = AnimElemTime(6) < 0
[State 920, 0]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = .47
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x= -4
y= -3
[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) = 2 && var(5) = 1
value = 3102
[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) = 2 && var(5) = 2
value = 3102
[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 3101
;ƒnƒ‹ƒo[ƒgƒtƒ‰ƒ“ƒLƒXƒJiPj2
[Statedef 3102]
type = A
movetype = A
physics = N
poweradd= 70*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
ctrl = 0
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 6
x= -5
y = ifelse(!var(5),-9.5,ifelse(var(5)=1,-9,-8.5))
[State 1000, VarSet]
type = VarSet
triggerall = var(59)
trigger1 = Time = 0
var(5) = random%3
[State 1000, ChangeAnim]
type = ChangeAnim
Trigger1 = Time = 0
value = 3102
[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0
channel = 0
[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3, 5
[State 1000, 2]
type = Explod
trigger1 = AnimElem = 2
id = 7000
anim = 7000
pos = 0,0
postype = p1
bindtime = -1
sprpriority = -1
shadow = 100,100,100
[State 1000,Super]
type = Helper
trigger1 = time = 1
id = 3111
name = "air_koouken_effect"
pos = 0,0
postype = P1
stateno = 3111
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 1000,Super]
type = Helper
trigger1 = AnimElemTime(7) = 1
id = 3110
name = "air_koouken"
pos = 48,-70
postype = P1
stateno = 3110
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
[State 920, 0]
type = Posfreeze
trigger1 = AnimElemTime(6) < 0
[State 920, 0]
type = VelAdd
trigger1 = AnimElemTime(6) >= 0
y = .47
[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x= -7
y= -3
[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) = 2 && var(5) = 1
value = 3105
[State 1100, ChangeState]
type = ChangeState
trigger1 = AnimElemTime(10) = 2 && var(5) = 2
value = 3103
Tomahawk
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[Statedef 3110]
type = S
movetype = I
physics = N
ctrl = 0
velset = 0,0
anim = 7100
sprpriority = 4
[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem =1
trigger2 = AnimElem =5
value = 3, 3
[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 3001, VarSet]
type = VarSet
trigger1 = time = 0
ignorehitpause = 1
var(5) = parent,var(5)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent,var(15)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(16) = parent,var(16)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(17) = parent,var(17)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(24) = parent,var(24)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(41) = parent,var(41)
[State 3001, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
fvar(10) = parent,fvar(10)
[State 1100, Velocity]
type = VelSet
trigger1 = time = 1
x = 6.5+parent,var(5)
y = 6.5+parent,var(5)
[State -3, Blocking5]
type = ParentVarAdd
trigger1 = root,projhittime(1055) = 1
fvar(26) = 1
persistent = 0
[State -3, Blocking5]
type = VarSet
trigger1 = root,projhittime(1055) = 1
var(4) = 1
persistent = 0
[State 1000, Proj]
type = Projectile
trigger1 = time = 1
projanim = 7150
Projhitanim = -1
Projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 3
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage=ceil(ifelse(((56+(var(5)*7))*fvar(10))<7,7,((56+(var(5)*7))*fvar(10)))),ceil(ifelse(((56+(var(5)*7))*fvar(10)/8)<7,7,((56+(var(5)*7))*fvar(10)/8)))
animtype = Heavy
hitflag = MAF
guardflag = MA
pausetime = 4,ceil(9*(2-(var(16)>0))/2)
sparkno = S8220+(random%8)
guard.sparkno = S8105
sparkxy = 0, 0
hitsound = S2,5
guardsound = S1,1
ground.type = Low
ground.slidetime = 18
ground.hittime = 22
air.hittime = 2
guard.ctrltime = 18
ground.velocity = -5,0
guard.velocity = -6
air.velocity = -1.5, -4
airguard.velocity = -3.33,-5
air.juggle = 1
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
envshake.time = 8
envshake.ampl = 2
ProjID = 1055
getpower = ifelse(var(17),70,143)*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1),35*(1000+var(24))/1000*ifelse((var(15)||var(16)),0,1)
givepower = 35, 35
palfx.time = 12*var(41)
palfx.add = 255,255,255
palfx.mul = 128,128,128
forcestand = 1
yaccel = .5
nochainID = root,var(40)
[State 3001, VarSet]
type = VarSet
trigger1 = var(1) = 4
ignorehitpause = 1
var(1) = 0
[State 3001, VarSet]
type = VarSet
trigger1 = root,ProjContactTime(1055) = 1
ignorehitpause = 1
var(1) = 1
[State 3001, VarSet]
type = VarAdd
trigger1 = var(1)
ignorehitpause = 1
var(1) = 1
[State 1000, 0]
type = PosFreeze
trigger1 = var(1)
value = 1
ignorehitpause = 1
persistent = 1
[State -3, Blocking5]
type = helper
triggerall = root,fvar(8) = 1 || root,fvar(8) = -2
trigger1 = root,projhittime(1055) = 1
id = 8130
name = "COUNTER HIT EFFECT"
pos = 0,0
postype = P1
stateno = 8130
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
pausemovetime = 99999
supermovetime = 99999
size.xscale = 1
size.yscale = 1
[State 4110, DestroySelf]
type = DestroySelf
triggerall = time > 1
trigger1 = FrontEdgeDist <= -40 && !var(1)
[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = Pos Y >= 0 && Vel Y > -0
value = 7106
[State 900, 4]
type = ChangeState
triggerall = time > 1
trigger1 = !root,NumProjID(1055)
value = 7105
;---------------------------------------------------------------------------
;ƒXƒsƒjƒ“ƒOƒgƒ}ƒz[ƒNiƒGƒtƒFƒNƒgj1
[Statedef 3111]
type = A
movetype = I
physics = N
ctrl = 0
anim = 6900
velset = 0,0
ownpal = 1
sprpriority = 3
[State 1505,0]
type = Bindtoparent
trigger1 = 1
pos = 0,0
postype = p1
[State 9000, Assert]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1
[State 0]
type = changeanim
trigger1 = time = 0
trigger2 = anim = 7000 && animelem = 4
trigger2 = parent,stateno = 1050 && parent,animelemtime(2) < 0
value = 7000
elem = 1
persistent = 1
[State 0]
type = changeanim
trigger1 = parent,stateno = 1050 && parent,animelemtime(2) >= 0
trigger1 = parent,stateno = 1050 && parent,animelemtime(3) < 0
value = 3111
elem = 4
persistent = 1
[State 0]
type = changeanim
trigger1 = parent,stateno = 1050 && parent,animelemtime(3) >= 0
trigger1 = parent,stateno = 1050 && parent,animelemtime(4) < 0
value = 3111
elem = 5
persistent = 1
[State 0]
type = changeanim
trigger1 = parent,stateno = 1050 && parent,animelemtime(4) = 0
value = 3111
elem = 6
persistent = 1
[State 4110, DestroySelf]
type = DestroySelf
trigger1 = anim = 7000 && animtime = 0
trigger2 = parent,stateno != 1050
trigger3 = parent,stateno = 1050 && parent,time = 1