If I'm understanding correctly, you're using the helper animation as a timer correct?
If you remove the anim line from StateDef 1365 and StateDef 1367 and replace the ChangeAnim you have with this,
[State 1370, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1370
value = 1370
the animation data (animno, elem, animelemtime(Possibly? lol)) will carry over when the helper cycles between the two states. Since the animation info is retained, the animtime will not go back to the beginning. The changestate you have in state 1367 would need to be adjusted since it calls for the animation to end before returning to state 1365. Is that why state 1367 has a different anim than 1365? Is it hitbox/changestate related?
the Change anim suppose to be the same as the anim as 1365 but except it is only 5 ticks.But I deleted and I tried your suggestion and I got it to work! Thanks for the big help!! But now the hit override works great with projectiles but hyper projectiles is another thing especially helper projectiles the clone stayed in one of Ryu's Shinkuu Hadoken and MVC2 Guild Sonic Hurricane Hyper. But the timer will do the rest to make sure it is not OP.
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;----------------------
;Ice Barrier Helper
[StateDef 1365]
type = S
movetype= A
physics = N
juggle = 1
velset = 0,0
ctrl = 0
;anim = 1370
poweradd = 0
sprpriority = 4
[State 0, ChangeAnim]
type = null;ChangeAnim
trigger1 = prevstateno = 1367
trigger1 = time = 0
value = 1371
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 1370
value = 1370
[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18 ;fv =
value = 1
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 7051, 1]
type = HitDef
triggerall = ishelper(1365)
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1358
;envshake.time = 5
;envshake.ampl = 3
[State 7051, 1]
type = HitDef
triggerall = ishelper(1365)
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1358
;envshake.time = 5
;envshake.ampl = 3
[State 7051, 1]
type = HitDef
triggerall = ishelper(1365)
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1358
;envshake.time = 5
;envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0
[State 7051, 1]
type = HitDef
triggerall = ishelper(1365)
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1358
;envshake.time = 5
;envshake.ampl = 3
palfx.time = 0
[State 7051, 1]
type = HitDef
triggerall = ishelper(1365)
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1358
;envshake.time = 5
;envshake.ampl = 3
palfx.time = 0
[State 7051, 1]
type = HitDef
triggerall = ishelper(1365)
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1358
;envshake.time = 5
;envshake.ampl = 3
palfx.time = 0
[State 7051, 1]
type = HitDef
triggerall = ishelper(1365)
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1358
;envshake.time = 5
;envshake.ampl = 3
palfx.time = 0
[State 7051, 1]
type = HitDef
triggerall = ishelper(1365)
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1358
;envshake.time = 5
;envshake.ampl = 3
palfx.time = 0
[State 7051, 1]
type = HitDef
triggerall = ishelper(1365)
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1358
;envshake.time = 5
;envshake.ampl = 3
palfx.time = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1366
ctrl = 0
;anim =
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = ,NA,SA,HA,NT,ST,HT
;value2 = S,NA
time = 1
[State 0, HitOverride]
type = null;HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1367
time = 1
forceair = 0
[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1367
time = -1
forceair = 0
;persistent = 1
[State 0,Time Limit Explod]
type = null;Explod
trigger1 = Numexplod(1378) = 0
anim = 9999
ID = 1378
pos = 0,0
postype = p1
facing = 1
vfacing = 1
bindtime = -1
removetime = 190
[State 0, VarAdd]
type = VarAdd
trigger1 = time = 0
v = 45
value = 1
[State 882, SelfState]
type = SelfState
trigger1 = var(45)>=7
trigger2 = animtime = 0
value = 1366
ctrl = 0
;-----------------------
;Barrier Destroyed
[StateDef 1366]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1502
poweradd = 0
sprpriority = 2
[State 2050, 1]
type = PlaySnd
trigger1 = Time = 0
value = S1500,0+random%2
[State 1358, end]
type = destroyself
trigger1 = time = 7
;-----------------------
;Barrier being hit
[StateDef 1367]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
;anim = 1372
poweradd = 0
sprpriority = 2
[State 2050, 1]
type = PlaySnd
trigger1 = Time = 0
value = S45,15+random%2
[State 4300, 1]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0
[State 882, SelfState]
type = SelfState
trigger1 = var(46)>=7
value = 1366
ctrl = 0
[State 7050, end]
type = changestate
trigger1 = AnimTime = 0
value = 1365
ctrl = 0