managed to add a max mode but for some reason, jin's kyo has it going on forever, as well as palfx not working for himhere is the code:MAX mode[state -2, a]type = varaddtrigger1 = 1persistent = 0ignorehitpause = 1v = 4value = -1[state -2, a]type = pausetrigger1 = var(4) >= 1trigger1 = gametime % 2persistent = 0ignorehitpause = 1time = 1[state -2 ,1];MAXtype = varsettrigger1 = var(8) = 0v = 9value = power[state -2 ,1];type = varaddtrigger1 = var(8) >= 1v = 8value = -1[state -2, a]type = attackmulsettrigger1 = var(8) >= 1value = 1.25[state -2, a]type = attackmulsettrigger1 = var(8) = 0value = 1[State -2, a]type = palfxtrigger1 = var(8) >= 1trigger1 = gametime % 2trigger1 = movetype != Htime = 1add = 126,126,0;mul = 126,126,0color = 1ignorehitpause = 1[state -2, a]type = powersettrigger1 = var(8) >= 1trigger1 = var(7) = 1value = var(9)-2000[state -2, a]type = powersettrigger1 = var(8) >= 1trigger1 = var(7) = 2value = var(9)-1000[state -2 ,1]type = varaddtrigger1 = var(8) <= 0v = 8value = 0[state -2 ,a]type = varsettrigger1 = roundstate = 0v = 8value = 0Code for the max mode cancel[Statedef 198]type = Sctrl = 0anim = 100velset = 0,0movetype = Iphysics = Ssprpriority = 2[State 770, PowerAdd]type = PowerAddtrigger1 = AnimElem = 1value = -1000[state a]type = varsettrigger1 = time = 0v = 7value = 1[State 191, 3]type = PlaySndtrigger1 = time = 0value = 199,1[State 181, 1]type = NotHitBytrigger1 = 1value = SCAtime = 1[State 750 ]type = Explodtrigger1 = time = 0anim = 6061postype = P1pos = 0, 0sprpriority = 5ownpal = 1[State 100, 1]type = VelSettrigger1 = 1x = const(velocity.run.fwd.x)[State 100, 2]type = AssertSpecialtrigger1 = 1flag = NoWalk[State 100, 3] ;Prevent from turningtype = AssertSpecialtrigger1 = 1flag = NoAutoTurn[state a]type = varsettrigger1 = time = 0v = 8value = 752[State 195, 2]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1Code for idle max mode[Statedef 69]type = Sctrl = 0anim = 199velset = 0,0movetype = Iphysics = Nsprpriority = 2[State 770, PowerAdd]type = PowerAddtrigger1 = AnimElem = 1value = -1000[state a]type = varsettrigger1 = time = 0v = 7value = 2[State 191, 3]type = PlaySndtrigger1 = animelem = 1value = 199,0[State 191, 3]type = PlaySndtrigger1 = animelem = 1value = 210,0[State 181, 1]type = NotHitBytrigger1 = 1value = SCAtime = 1[State 750 ]type = Explodtrigger1 = AnimElem = 2anim = 6061postype = P1pos = 0, 0sprpriority = 5ownpal = 1[state a]type = varsettrigger1 = time = 0v = 8value = 752[State 1020, 4]type = EnvShaketrigger1 = animelem = 3time = 15ampl = -8freq = 95phase = 95[State 195, 2]type = ChangeStatetrigger1 = AnimTime = 0value = 0ctrl = 1
That reads really complicated...Still. You want gametime%2 = 0Needs something to be untrue against to do the turn on and off aspect.Reading all of that. It should end when var 8 hits 0. Which it can do. So either you have something else going on or you have got some logic wrong. Use displaytoclipboard and see if var 8 is doing what you expect. If not you may have put it somewhere else