Welp. We need to think about how this could be possible. If you want to change the power and changing the power makes this happen, then it is checking for power.
So... In "ZERO Rugal_N0.cns", Statedef -2, we find this:
[State -2, SuperPause]
type = SuperPause
trigger1 = authorname != "ALLIES"
trigger2 = Name != "ZERO Rugal-ALLIES"
trigger3 = Const(data.life) != [1000,3000]
trigger4 = Const(data.attack) != [100,300]
trigger5 = Const(data.defence) != [100,300]
trigger6 = Const(data.power) != 10000
anim = -1
darken = 1
Want to null that.
Find some more junk later by searching for "10000"...
[State 0, Explod]
type = Explod
trigger1 = authorname != "ALLIES"
trigger2 = Name != "ZERO Rugal-ALLIES"
trigger3 = Const(data.life) != [1000,3000]
trigger4 = Const(data.attack) != [100,300]
trigger5 = Const(data.defence) != [100,300]
trigger6 = Const(data.power) != 10000
anim = 99999
id = 9999
pos = 0,100
postype = left
bindtime = -1
removetime = -1
sprpriority = 9999
ontop = 1
removeongethit = 0
More in statedef -3
[State -3, SuperPause]
type = SuperPause
trigger1 = authorname != "ALLIES"
trigger2 = Name != "ZERO Rugal-ALLIES"
trigger3 = Const(data.life) != [1000,3000]
trigger4 = Const(data.attack) != [100,300]
trigger5 = Const(data.defence) != [100,300]
trigger6 = Const(data.power) != 10000
time = 99999999
anim = -1
darken = 1
[State 0, Explod]
type = Explod
trigger1 = authorname != "ALLIES"
trigger2 = Name != "ZERO Rugal-ALLIES"
trigger3 = Const(data.life) != [1000,3000]
trigger4 = Const(data.attack) != [100,300]
trigger5 = Const(data.defence) != [100,300]
trigger6 = Const(data.power) != 10000
anim = 99999
id = 9999
pos = 0,100
postype = left
bindtime = -1
removetime = -1
sprpriority = 9999
ontop = 1
removeongethit = 0
So uhh...search for all that junk and null it out. Maybe that will fix it.