Once more i don't know what any of this is for. Taking just that last state -2 [state -2, 無敵 保険] type = varset triggerall = !ishelper trigger1 = sysvar(3) trigger1 = !gethitvar(damage) sysvar(3) = sysvar(3)-1 ignorehitpause = 1
This reduces sysvar3 by 1 when its a positive number ie not 0. And when you are not being hurt. Thats all it does. Whats needed for this? You do need to tell me what you see in the character and what doesn't work. Otherwise nobody can really help you.
I don't understand the question. You have a character. What does it do thats not working? Normally to fix something you follow the code. But i have no knowledge of the character. Or what any of what you posted is for.
Scaling strings and angling is rather awkward. Worse when you have a length already. There is code around pointing things at player 2 in the code library although i forget exactly where. After you have the pointing you can do scaling. Its generally easiest to scale in just one direction rather than from a central point.
If the character has AI of any sort you could simply block that out as an accessable thing. So whatever is done for the player to access just add whatever the ai variable is to lock access to player only.
Re: Width, Different local coord resizes and p2body distance.
You can make your move unblockable. You can drastically reduce guarddist on it so 8f you telegraph it the ai is less likely to bl9ck from farther away or you can edit all opponent ai to make block less frequent. Depends what you want to achieve with how the move behaves.
0,0 always sets the palette. You should add it. Shared palette off. Then all character sprites share after that. Good practice to make all your character sprites sequential too rather than char fx char fx setup.
Stage or screen? Screen is very easy. Use backedgedist or frontedgedist.
Stage is slightly harder. I can't recall if there is anything that lets you work out if you've left the stage bounds horizontally. You could base it on a timer which ccounts up the further the root is from the helper. Decent basis for will never see again.