Hello ! Im having trouble making the after image appear in statedef 42000 which is a helper is this possible? Here is the code in its entirety.
;=======================================================================
;=======================================================================
[Statedef 4200, Killer Vine Rush]
type = s
movetype= a
physics = s
anim = 4200
ctrl = 0
velset = 0,0
[state -2]
type = varadd
trigger1 = time = 0
v = 41
value = -4
[state 6102, 4]
type = playsnd
trigger1 = animelem = 1
value = 3300,0 ;Talk
;=======================================================
;=======================================================
[state 4200,thaharaav]
type = superpause
trigger1 = animelem = 1 ;i added
time = 30 ;40 ;order3
movetime = 60 ;40
unhittable =3 ;1
anim = -1
sound = 10000,2 ; -1
p2defmul= 1
poweradd = -3000 ;0
darken = 0
[State 3200,chaayaa]
type=afterimage
trigger1=anim=stateno
trigger1=!animelemtime(
time=999
timegap=2
framegap=5
length=15
paladd=0,0,0
palmul=.5,.5,.5
palbright=0,0,0
palcontrast=150-(100*(var(11)=2)),150-(100*(var(11)=3)),150-(100*(var(11)=[2,3]))
trans=add1
[state 3000,Super-Config]
type=helper
trigger1 = animelem = 1 ;i added
helpertype = normal
name = "Super-Config" ;order1
id = 10005
stateno = 10015
postype = p1
pos = ceil(fvar(6):=0),ceil(fvar(7):=-25)
facing = 0
ownpal = 1
size.xscale = 1.0
size.yscale = 1.0
supermovetime = 999999
pausemovetime = 999999
[state 3200,Super-Config:_Super_Portrait]
type=helper
trigger1 = anim=stateno
trigger1 = !animelemtime(
helpertype = normal
name = "Super-Portrait" ;order2
id = 10020
stateno = 10020
postype =left
pos = 0,0
facing = facing
ownpal = 1
supermovetime = 999999
pausemovetime = 999999
;=======================================================
;=======================================================
;[State 1000,1]
type = Explod
trigger1 = time = 2
anim = 6011
pos = 0, 0
postype = p1
removetime = -2 ;Keep All This For Now
ignorehitpause = 1
bindtime = 1
persistent = 0
sprpriority = 4
ownpal = 1
[state 183, 3]
type = helper
trigger1 = time = 7
stateno = 42000
id = 42001
name = "chomper"
pos = 90,0
ownpal = 1
[state 183, 3]
type = helper
trigger1 = time = 18
stateno = 42000
id = 42000
name = "chomper"
pos = 100,0
ownpal = 1
[state 183, 3]
type = helper
trigger1 = time = 30
stateno = 42000
id = 42000
name = "chomper"
pos = 120,0
ownpal = 1
[state 183, 3]
type = helper
trigger1 = time = 42
stateno = 42000
id = 42000
name = "chomper"
pos = 100,0
ownpal = 1
[state 6102, 4]
type = playsnd
trigger1 = animelem = 4
value = 1,13
channel = 0
[state 1003]
type = changeanim
trigger1 = time = 150
trigger2 = numhelper(42000) = 0
trigger2 = time > 45
value = 4201
persistent = 0
[state 1003]
type = changestate
trigger1 = animtime = 0
trigger1 = anim = 4201
value = 0
ctrl = 1
[Statedef 42000, Chomper]
type = a
movetype= a
physics = n
anim = 42001
velset = 0,0
ctrl = 0
sprpriority = 2
[state 183, 3]
type = explod
trigger1 = time%17 = 0
anim = 42000
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
[state 183, 3]
type = playsnd
trigger1 = time%17 = 0
value = 3300,1
channel = 3
[state 1003]
type = posset
trigger1 = 1
y = 0
[state 240, 2]
type = hitdef
triggerall = p2statetype = A
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, AP
animtype = hard
fall.animtype = hard
damage = 30,5
hitflag = mafd
guarDFlag = mafd
pausetime = 0,5
sparkno = s6003
guard.sparkno = -1+(0*(var(21):=0))
sparkxy = -10,-75+(0*(var(23):=35&&var(24):=-45))
hitsound = s400, 20 ;-1
guardsound = -1+(0*(var(21):=0))
ground.type = low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 35
ground.velocity = -6
air.velocity = -5,-3 ;-6,-1
ground.cornerpush.veloff = 0
;p2stateno = 9020
yaccel = .6
forcestand = 1 ;I added
p2facing = var(14) ;I added
id = 4200 ;I added
nochainid = 450 ;I added
[state 240, 2]
type = hitdef
triggerall = p2statetype != A
trigger1 = animelem = 1
trigger2 = animelem = 3
attr = S, AP
animtype = hard
fall.animtype = hard
damage = 30,5
hitflag = mafd
guarDFlag = mafd
pausetime = 0,5
sparkno = s6006
guard.sparkno = -1+(0*(var(21):=0))
sparkxy = -10,-75+(0*(var(23):=35&&var(24):=-45))
hitsound = s400, 0 ;-1
guardsound = s120,0
ground.type = low
ground.slidetime = 20
ground.hittime = 20
air.hittime = 35
ground.velocity = -8
air.velocity = -5,-3 ;-8,-1
down.velocity = -3,-2
ground.cornerpush.veloff = 0
yaccel = .6
fall = 0
forcestand = 1 ;I added
p2facing = var(14) ;I added
id = 4200 ;I added
nochainid = 450 ;I added
[state 1003]
type = posadd
trigger1 = animelem = 6
x = 60
;============================================================
;============================================================
[state 3200,Hit_Sparks:_Detect]
type=varset
trigger1=movecontact=1&&var(20)<0
var(20)=hitpausetime
ignorehitpause=1
[state 3200,Hit_Sparks:_Activate]
type=helper
trigger1=var(20)=hitpausetime
trigger1=numtarget(4200)&&movecontact=1
trigger1=target,movetype=H&&target(4200),time=0
helpertype=normal
name="Hit_Spark"
stateno=ifelse(movehit,8720,8727)
id=8700
postype=p1
pos=((ceil(target(4200),pos x-pos x)))*facing,target(4200),ceil(const(size.mid.pos.y)+target(4200),pos y)
ownpal=1
keyctrl=0
size.yscale=1
size.xscale=1
pausemovetime=99999999999999999
supermovetime=99999999999999999
ignorehitpause=1
[state -2,Blood_Spark]
type=helper
trigger1=var(20)=hitpausetime
trigger1=numtarget(4200)&&movehit=1
trigger1=target,movetype=H&&target(4200),time=0
helpertype=normal
name="Blood_Spark"
ID=8400
stateno=8400
pos=((ceil(target(4200),pos x-pos x)))*facing,ceil((target(4200),const(size.mid.pos.y)+target(4200),pos y)-pos y)
postype=p1
facing=ifelse(random<500,1,-1)
keyctrl=0
ownpal=1
size.xscale=.5
size.yscale=.5
ignorehitpause=1
[state 3200,Hit_Sparks:_Detect]
type=varset
trigger1=1
var(20)=-1
;============================================================
;============================================================
[state 1003]
type = changeanim
trigger1 = animelem = 6
value = 42001
[state 1060, 8]
type = destroyself
trigger1 = FrontEdgeBodyDist < -70
trigger2 = parent, movetype != A