So I'm trying to make a "projectile" destroy itself when another helper/explod is active.
The type is "projectile" and I want it to be destroyed when helper(10240) is destroyed or when explod(1023) becomes active.
My projectile is a ground projectile and Helper(10240) moves over it in order to allow it to make contact with air projectiles.
Explod(1023) is simply the projectile remove animation
I tried using
projremovetime = ifselse(numhelper(10240)<=0,0,-1)
projremovetime = ifselse(numexplod(1023)>=1,1,-1)
Neither worked, nor did other times I experimented with.
What I have so far is
;Dark Thrust
[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1020
poweradd = Ifelse(var(40)=1,0,Ifelse(var(20)>0,0,17))
velset = 0,0
ctrl = 0
[State 0, PosSet]
type = PosSet
trigger1 = AnimElem = 1
y = 0
[State 0, VarSet]
type = VarSet
trigger1 = time = 0
var(15) = IfElse(var(40) != 2 && command = "QCF_y",2,(IfElse(var(40) = 2 && command = "QCF_y",1,Ifelse(var(40) = 2 && command = "QCF_z",2,0))))
[State 0, VelSet]
type = VelSet
trigger1 = var(15) = 2
trigger1 = animelem = 6
x = 4
ignorehitpause = 1
[State 0, Helper]
type = Helper
trigger1 = var(15) < 2
trigger1 = animelemtime(7) = 1
id = 1022
name = "Dark Thrust"
pos = 45,0
postype = P1
stateno = 1022
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------
[Statedef 1022]
type = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 1022
sprpriority = 4
[State 0, Helper]
type = Helper
trigger1 = stateno = 1022
id = 10240
name = "Dark Thrust"
pos = -1,0
postype = P1
stateno = 10240
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
persistent = 0
size.xscale = .5
size.yscale = .5
[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0
[State 0, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent, var(15)
[State 0, VelSet]
type = VelSet
trigger1 = time = 1
trigger1 = var(15) = 0
x = 3.1
[State 0, VelSet]
type = VelSet
trigger1 = time = 1
trigger1 = var(15) = 1
x = 4.4
[State 0, VelSet]
type = VelSet
trigger1 = time = 1
trigger1 = var(15) = 2
x = 5.8
[State 0, Projectile]
type = Projectile
triggerall = var(15) = 0
trigger1 = time = 1
trigger1 = numhelper(1022) >= 1
projanim = 1024
projhitanim = -1
projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage = 63,10
animtype = Heavy
hitflag = MAF
guardflag = MA
projID = 1024
[State 0, Projectile]
type = Projectile
triggerall = var(15) = 1
trigger1 = time = 1
trigger1 = numhelper(1022) >= 1
projanim = 1024
projhitanim = -1
projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage = 73,11
animtype = Heavy
hitflag = MAF
guardflag = MA
projID = 1024
[State 0, Projectile]
type = Projectile
triggerall = var(15) = 2
trigger1 = time = 1
trigger1 = numhelper(1022) >= 1
projanim = 1024
projhitanim = -1
projremanim = -1
projcancelanim = -1
offset = 0, 0
projpriority = 1
projsprpriority = 4
velocity = vel X, vel Y
attr = S, SP
damage = 83,12
animtype = Heavy
hitflag = MAF
guardflag = MA
projID = 1024
[State 0, Explod]
type = Explod
trigger1 = time >= 1
trigger1 = !root,numprojid(1024)
anim = 1023
ID = 1023
pos = 0,0
postype = p1
bindtime = 1
removetime = 32
scale = .5,.5
sprpriority = 6
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0
[State 0, DestroySelf]
type = DestroySelf
triggerall = time >= 1
trigger1 = numhelper(10240) >= 1
trigger1 = FrontEdgeDist <= -40
trigger2 = numhelper(10240) >= 1
trigger2 = !root,numprojid(1024)
trigger3 = numhelper(10240) <= 0
;---------------------------------------------------------------------------
;Shield
[Statedef 10240]
type = A
movetype = I
physics = N
anim = 10240
[State 1201, Shield]
type = hitby
trigger1 = 1
value = SCA,AP
time = 1
[State 1201, Shield]
type = HitOverride
trigger1 = numhelper(1022)>=1
slot = 0
stateno = 102460
attr = SCA, NP, SP, HP
time = 1
[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = movecontact
v = 41
value = 70
persistent = 0
[State 0, VarSet]
type = VarSet
trigger1 = 1
ignorehitpause = 1
var(15) = parent, var(15)
[State 0, VelSet]
type = VelSet
trigger1 = time = 1
trigger1 = var(15) = 0
x = 3.1
[State 0, VelSet]
type = VelSet
trigger1 = time = 1
trigger1 = var(15) = 1
x = 4.4
[State 0, VelSet]
type = VelSet
trigger1 = time = 1
trigger1 = var(15) = 2
x = 5.8
[State 1201, DestroySelf]
type = DestroySelf
trigger1 = numexplod(1023)>=1
trigger2 = numhelper(1022)<=0
;-------------------------------------------------------------------------------------
;Shield End
[Statedef 102460]
type = A
movetype = I
physics = N
anim = 963
[State 1234, DestroySelf]
type = DestroySelf
trigger1 = time = 1