Code for attack:
[Statedef 510]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1000
[State 0]
type = VarSet
trigger1 = time = 0
v = 5
value = 0
[State 0]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "Helper"
ID = 513
stateno = 513
pos = 20,-50
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
Code for helper:
[Statedef 513]
type = A
movetype = A
physics = N
ctrl = 0
anim = 510
sprpriority = 5
velset = 5,0
[State 0]
type = HitDef
trigger1 = time = 0
attr = A,SP
damage = 10,5
animtype = Hard
guardflag = A
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
sparkno = s8253+random%2
hitsound = s8250,0
sparkxy = 0,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 1,-5
air.type = Low
air.hittime = 5
air.velocity = 1,-6
fall=1
fall.recover=0
[State 513,3]
type = Velset
trigger1 = FrontEdgeDist <1
x = -5
y = 0
[State 513]
type = VarAdd
trigger1 = time > 999 && RootDist X < 0
v = 5
value = 1
[State 513]
type = DestroySelf
trigger1 = (MoveContact) || time > 999 && RootDist X < 0
If you don't have a DisplayToClipboard controller already (Use Search function to check), make sure you use one in State -2 like so
[State -2, 2]
type = DisplayToClipboard
trigger1 = 1
text="The value of var(5) %d"
params = var(5)
Enable debug with Ctrl+D and see if the var(5) value behaves as expected.
If not, try making drastic adjustments to at least pinpoint the problem code.
If the Var is behaving as expected, test out RootDist similarly, like so:
trigger1 = numhelper(153)
text="Distance from helper to root is %f"
params = Helper(513),rootdist X
Amended my previous post, but my current code is here:
[Statedef 510]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1000
[State 0]
type = VarSet
trigger1 = time = 0
v = 5
value = 0
[State 0]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "H1"
ID = 513
stateno = 513
pos = 20,-50
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 511]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1000
[State 0]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "H2"
ID = 514
stateno = 514
pos = 20,-50
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 512]
type = S
movetype= A
physics = S
ctrl = 0
anim = 1000
[State 0]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "H3"
ID = 515
stateno = 515
pos = 20,-50
postype = p1 ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
[State 0]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 513]
type = A
movetype = A
physics = N
ctrl = 0
anim = 510
sprpriority = 5
velset = 5,0
[State 0]
type = HitDef
trigger1 = time = 0
attr = A,SP
damage = 10,5
animtype = Hard
guardflag = A
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
sparkno = s8253+random%2
hitsound = s8250,0
sparkxy = 0,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 1,-5
air.type = Low
air.hittime = 5
air.velocity = 1,-6
fall=1
fall.recover=0
[State 513,3]
type = Velset
trigger1 = FrontEdgeDist <1
x = -5
y = 0
[State 513]
type = ParentVarAdd
trigger1 = abs(RootDist X) <= 1
v = 5
value = 1
[State 513]
type = DestroySelf
trigger1 = (MoveContact)
trigger2 = time > 10
trigger2 = abs (RootDist X) <= 1
[Statedef 514]
type = A
movetype = A
physics = N
ctrl = 0
anim = 510
sprpriority = 5
velset = 5,0
[State 0]
type = HitDef
trigger1 = time = 0
attr = A,SP
damage = 10,5
animtype = Hard
guardflag = A
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
sparkno = s8253+random%2
hitsound = s8250,0
sparkxy = 0,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 1,-5
air.type = Low
air.hittime = 5
air.velocity = 1,-6
fall=1
fall.recover=0
[State 513,3]
type = Velset
trigger1 = FrontEdgeDist <1
x = -5
y = 0
[State 513]
type = ParentVarAdd
trigger1 = abs(RootDist X)<= 1
v = 5
value = 1
[State 513]
type = DestroySelf
trigger1 = (MoveContact)
trigger2 = time > 10
trigger2 = abs(RootDist X) <= 1
[Statedef 515]
type = A
movetype = A
physics = N
ctrl = 0
anim = 510
sprpriority = 5
velset = 7,0
[State 0]
type = HitDef
trigger1 = time = 0
attr = A,SP
damage = 10,5
animtype = Hard
guardflag = A
hitflag = MAF
priority = 4, Hit
pausetime = 2,2
sparkno = s8253+random%2
hitsound = s8250,0
sparkxy = 0,0
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = 1,-5
air.type = Low
air.hittime = 5
air.velocity = 1,-6
fall=1
fall.recover=0
[State 0]
type = ParentVarAdd
trigger1 = time = 0
v = 5
value = -2
[State 513]
type = DestroySelf
trigger1 = (MoveContact)
trigger1 = time = 50