Board: M.U.G.E.N Discussion
Ultimaetus is Offline
Contact Ultimaetus:
[Statedef 200]
type = S
movetype= I
physics = N
ctrl = 0
sprpriority = 1
[State 200, Explod]
type = Explod
triggerall = NumExplod(1111) = 0
trigger1 = stateno = 200
anim = 310
ID = 1111
pos = 45,-100
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,20
accel = 0,20
removetime = -1
pausemovetime = 0
scale = .20,.20
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause = 1
;[State 200, VarSet]
;type = VarSet
;trigger1 = time = 0
;v = 1 ;fv = 10
;value = 1
;ignorehitpause = 1
;persistent = 0
[State 200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[State 305,1]
type = posset
triggerall = facing = 1
trigger1 = animelem = 7
x = enemy, pos x - enemy, const(size.ground.back) - 70
y = enemy, pos y
[State 305,2]
type = posset
triggerall = facing = -1
trigger1 = animelem = 7
x = enemy, pos x - enemy, const(size.ground.back) +70
y = enemy, pos y
[State -2, VarSet hp%]
type = Varset
trigger1 = (var(30) = enemy,const(data.life)) && (var(30) > ((enemy,const(data.life)/5)*4)) && (lose = 1 )
v = 32
value = 6
ignorehitpause = 1
[State -2, VarSet hp%]
type = Varset
trigger1 = (var(30) <= ((enemy,const(data.life)/5)*4))&& (var(30) > ((enemy,const(data.life)/5)*3)) && (lose = 1 )
v = 32
value = 5
ignorehitpause = 1
[State -2, VarSet hp%]
type = Varset
trigger1 = (var(30) <= ((enemy,const(data.life)/5)*3)) && (var(30) > ((enemy,const(data.life)/5)*2)) && (lose = 1 )
v = 32
value = 4
ignorehitpause = 1
[State -2, VarSet hp%]
type = Varset
trigger1 = (var(30) <= ((enemy,const(data.life)/5)*2)) && (var(30) > (enemy,const(data.life)/5)) && (lose = 1 )
v = 32
value = 3
ignorehitpause = 1
[State -2, VarSet hp%]
type = Varset
trigger1 = (var(30) <= (enemy,const(data.life)/5)) && (lose = 1 )
v = 32
value = 2
ignorehitpause = 1
;persistent =
[State -2, VarSet] ; reset var30 each round
type = VarSet
trigger1 = roundstate = 1
v = 30 ;fv = 10
value = -1
ignorehitpause = 1
[State -2, VarSet] ; reset var32 each round
type = VarSet
trigger1 = roundstate = 1
v = 32 ;fv = 10
value = 0
ignorehitpause = 1
[State -2, Varadd 1] ;Time counter
type = Varadd
triggerall = roundstate = 2
trigger1 = (GameTime%60)=0
v = 27 ;fv = 10
value = 1
ignorehitpause = 1
[State -2, VarSet 2] ;Stores seconds passed when lost
type = VarSet
trigger1 = lose = 1
v = 28 ;fv = 10
value = var(27)
ignorehitpause = 1
[State -2, Varadd 10]
type = Varadd
trigger1 = (lose = 1) && (var(28)>= 61)
v = 29 ;fv = [
value = 2
ignorehitpause = 1
[State -2, Varadd 11]
type = Varadd
trigger1 = (lose = 1) && (var(28) = [46,60])
v = 29 ;fv =
value = 4
ignorehitpause = 1
[State -2, Varadd 12]
type = Varadd
trigger1 = (lose = 1) && (var(28) = [31,45])
v = 29 ;fv =
value = 7
ignorehitpause = 1
[State -2, Varadd 13]
type = Varadd
trigger1 = (lose = 1) && (var(28) = [16,30])
v = 29 ;fv =
value = 10
ignorehitpause = 1
[State -2, Varadd 14]
type = Varadd
trigger1 = (lose = 1) && (var(28) = [7,15])
v = 29 ;fv =
value = 11
ignorehitpause = 1
[State -2, Varadd 15]
type = Varadd
triggerall = lose = 1
trigger1 = (var(28) = [1,6])
v = 29 ;fv =
value = 12
ignorehitpause = 1
[State -2, VarSet 20] ;Clear var 27 each round
type = VarSet
trigger1 = roundstate = 3
v = 27 ;fv = 10
value = 0
ignorehitpause = 1
;persistent =
[State -2, VarSet 31] ;Sets roundno to fix var30 reset
type = VarSet
trigger1 = roundstate = 2
v = 31 ;fv = 10
value = roundno
ignorehitpause = 1
[State -2, Varadd 5]
type = Varadd
triggerall=(floor((p2life / enemy,const(data.life))*100) >= (75)) && (floor((p2life / enemy,const(data.life))*100) <= (100))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29 ;fv =
value = 5
ignorehitpause = 1
[State -2, Varadd 6]
type = Varadd
triggerall=(floor((p2life / enemy,const(data.life))*100) >= (60)) && (floor((p2life / enemy,const(data.life))*100) <= (74))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29 ;fv =
value = 4
ignorehitpause = 1
[State -2, Varadd 7]
type = Varadd
triggerall=(floor((p2life / enemy,const(data.life))*100) >= (45)) && (floor((p2life / enemy,const(data.life))*100) <= (59))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29 ;fv =
value = 3
ignorehitpause = 1
[State -2, Varadd 8]
type = Varadd
triggerall= (floor((p2life / enemy,const(data.life))*100) >= (30)) && (floor((p2life / enemy,const(data.life))*100) <= (44))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29 ;fv =
value = 2
ignorehitpause = 1
[State -2, Varadd 9]
type = Varadd
triggerall = (floor((p2life / enemy,const(data.life))*100) >= (01)) && (floor((p2life / enemy,const(data.life))*100) <= (29))
triggerall = lose = 1
trigger1 = var(30) := 1
v = 29 ;fv =
value = 1
ignorehitpause = 1
...
[State -2, VarSet 21] ;Clear var 30 each round
type = VarSet
triggerall = roundstate = 3
trigger1 = var(31) := 0
v = 30 ;fv = 10
value = 0
ignorehitpause = 1
;persistent =
; AI Right Swing , Begin Combo
[State -1, AI Command X]
type = ChangeState
value = 200
Triggerall=var(59)>0
Triggerall=P2StateType!= L
triggerall = p2statetype != A
Triggerall =abs(P2Bodydist X)<40
trigger1 = stateno = 305
trigger2 = stateno = 200 && movehit=1 ||moveguarded = 1
trigger3 = stateno = 205 && movehit=1 ||moveguarded = 1
trigger4 = stateno = 201 && pos y = 0
trigger5 = ctrl && statetype = S
;Spin attack, Begin/continue Combo AI
[State -1, AI Command Y]
type = ChangeState
value = 220
Triggerall=var(59)>0
Triggerall=P2StateType!= L
triggerall = p2statetype != A
Triggerall = abs(P2Bodydist X)<40
trigger1 = stateno = 210 && movehit=1 ||moveguarded = 1
trigger2 = stateno = 220 && movehit=1 ||moveguarded = 1
trigger3 = stateno = 201 && pos y = 0 && movehit=1 ||moveguarded = 1
type = SuperPause
trigger1 = roundstate = 2
time = 300
movetime = 300
darken = 1
unhittable = 1
ignorehitpause = 1