Problems with AF Animate

Studying the stAnimate keyword to convert it to continuous static effect, I found some issues with AF Animate.
AF Animate just overwrites BaseAttack and BaseDefense and stores the originals in the LeavesPlayCommands. If a continuous static effects that sets Power gets applied afterwards it will store the changed BaseAttack. If the effect by the AF Animate wears off first and the continuous effect later the card will be reverted to the wrong BaseAttack.
I think it's important to always keep the original (printed) P/T on the card and set the actual values in getUnswitchedAttack/getUnswitchedDefense.
So we will need new variables (like setPower / setToughness) to be stored in the card class.
Continuous static effect will be refreshed whenever state based effects are checked, so these variables will be just turned off (maybe set to -9) before the new effects are applied.
I don't really know how to handle AF Animate though. Any ideas?
AF Animate just overwrites BaseAttack and BaseDefense and stores the originals in the LeavesPlayCommands. If a continuous static effects that sets Power gets applied afterwards it will store the changed BaseAttack. If the effect by the AF Animate wears off first and the continuous effect later the card will be reverted to the wrong BaseAttack.
I think it's important to always keep the original (printed) P/T on the card and set the actual values in getUnswitchedAttack/getUnswitchedDefense.
So we will need new variables (like setPower / setToughness) to be stored in the card class.
Continuous static effect will be refreshed whenever state based effects are checked, so these variables will be just turned off (maybe set to -9) before the new effects are applied.
I don't really know how to handle AF Animate though. Any ideas?