So I'm trying to add an intro to my pokemon fighter where they ride in on a furret then drop off when they reach the normal standing spot. There is a helper involved that is of the fighter themself riding the furret that will automatically drop off the moment they reach x = 0. The problem is that the helper version of said fighter won't go away and I've spent the past 6 hours trying to remove it using deleteself and other various state controllers. and of course I couldn't find any help about this issue online so this is pretty much my last resort as I don't know what else to do to fix it.
Here is the full code I'm working with so maybe someone who knows more than me can see what the issue is:
Spoiler (click to show)
;-----------------
;Furret intro
[Statedef 191]
type = S
ctrl = 0
anim = 9801
velset = 0,0
[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = time
flag = Intro
flag2=nomusic
[State 0, Helper]
type = Helper
trigger1 = facing = 1
triggerall = time = 0
helpertype = normal ;player
name = "Intro With Furret"
ID = 162
stateno = 162
pos = -100,-30
postype = p1 ;p2,front,back,left,right
facing = facing
ownpal = 1
[State 0, Helper]
type = Helper
trigger1 = facing = -1
triggerall = time = 0
helpertype = normal ;player
name = "Intro With Furret"
ID = 163
stateno = 162
pos = -100,-30
postype = p1 ;p2,front,back,left,right
facing = facing = -1
ownpal = 1
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S162,0
volumescale = 155
channel = -1
[State 0, ChangeState]
type = Changeanim
trigger1 = time = 215
value = 0
[State 0, ChangeState]
type = ChangeState
trigger1 = time = 525
value = 0
;-----------
[Statedef 162]
type = S
anim = 0
velset = 0.5,0
[State 0, Explod]
type = Explod
triggerall = numexplod(162) = 0
trigger1 = time = 0
anim = 162
ID = 162
pos = 10,30
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 525
sprpriority = 0
ownpal = 1
removeongethit = 1
scale = 0.5,0.5
[State 0, Explod]
type = Explod
triggerall = numexplod(162) = 0
trigger1 = time = 0
anim = 162
ID = 163
pos = 10,30
postype = p2 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = 525
sprpriority = 0
ownpal = 1
removeongethit = 1
scale = 0.5,0.5
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = parentdist x = 0;[-1,5]
ID = 162
postype = p1 ;p2,front,back,left,right
facing = 1
bindtime = 1
pos = 10,30
removetime = -1
vel = 0.5,0
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = p2dist x = 0;[-1,5]
ID = 162
postype = p2 ;p2,front,back,left,right
facing = 1
bindtime = 1
pos = 10,30
removetime = -1
vel = 0.5,0
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = parentdist x = 0;[-1,5]
ID = 162
postype = p1 ;p2,front,back,left,right
facing = 1
bindtime = 1
pos = 10,30
removetime = -1
vel = 0.65,0
[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = p2dist x = 0;[-1,5]
ID = 162
postype = p1 ;p2,front,back,left,right
facing = 1
bindtime = 1
pos = 10,30
removetime = -1
vel = 0.65,0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = parentdist x = 0
statetype = A ;S,A,C,L
movetype = I ;I,A,H
physics = A ;A,C,S,N
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2dist x = 0
statetype = A ;S,A,C,L
movetype = I ;I,A,H
physics = A ;A,C,S,N
[State 0, DestroySelf]
type = DestroySelf
trigger1 = time = 215
(FYI: 215 is the time the fighter lands on the ground and 525 is the time the intro should stop and get into the fight)