
Board: M.U.G.E.N Development Help
...wait, Omega Red was already playble in vanilla COTA
[State -1, uppercut]
type = ChangeState
value = 10270
triggerall = (roundstate = 2) && (enemynear, statetype != L) ;; We're fighting and the enemy can feasibly be attacked
triggerall = (AILevel > 0) && (enemynear, alive) && (var(42) > 0) ;; AI is active, the enemy is alive, and whatever that variable is
triggerall = StateType != A ;; I'm not in the air
triggerall = random < ((AILevel * 11) - (enemynear, pos y)) ;; Do the move more often against a jumping/airborne opponent, basically
triggerall = ((p2bodydist x) < 70) ;; Don't do the move if the enemy is too far away to hit
trigger1 = ctrl = 1 || stateno = 40 || stateno = 52 ;; Can do the move
trigger2 = StateNo = 300 && Time > 4 ;; Some kinda normal cancel
trigger3 = StateNo = 330 && Time > 6 ;; Some kinda normal cancel
trigger4 = Stateno = 400 && Time > 4 ;; Some kinda normal cancel
trigger5 = Stateno = 301 && movehit ;; !! <-- The important bit. If this move (301) hit, then I can cancel
trigger6 = Stateno = 310 && time = [5,10] ;; Some kinda normal cancel
trigger7 = Stateno = 320 && time = [8,14] ;; Some kinda normal cancel
trigger8 = var(17) > 0
trigger8 = var(17) < 7
[Files]
cmd =morrigan1.cmd ;;change
cns =morrigan1.cns ;;change
st =morrigan1.cns ;;change
stcommon =common1.cns ;;don't change this or anything else
sprite =morrigan.sff
anim =morrigan.air
sound =morrigan.snd
;; Mode select :: 0, 1, or 2
[State -1, Mode]
type = varset
trigger1 = 1
v = 9
value = 0
[State 5100, 8]
type = Explod
trigger1 = Time = 1
anim = F(60 + (sysvar(1) > Const720p(20)) + (sysvar(1) > Const720p(56)))
pos = 0, 0
postype = p1 ;;this line is new
sprpriority = ifelse (sysvar(1) <= Const720p(56), -10, 10)