; Definition file for Omega Zero ; Contains all the filenames needed for the character ;-------------------- ;[Player Information] ;-------------------- [Info] name = "Omega Zero" ;Name of character displayname = "Omega" ;Name of character to display versiondate = 2006.12.25 ;Version date of character mugenversion = 2001.04.14 ;Version of M.U.G.E.N character works on author = "N-Mario" ;Character author name pal.defaults = 1,2,3,7,8,9 ;Default palettes in order of preference ;-------------------- ;[Common Files] ;-------------------- [Files] cmd = ozero-ai.def ;Command set cns = ozero-ai.def ;Constants stcommon = common1.cns ;Common states sprite = sprite.sff ;Sprite anim = animation.air;Animation sound = sound.snd ;Sound ;-------------------- ;[States] ;-------------------- st = common.cns ;Common st2 = states.cns ;States st3 = states-s.cns ;Special Moves st4 = states-h.cns ;Hyper Moves st5 = helpers.cns ;Helpers st6 = ozero-ai.def ;Override ;-------------------- ;[Palettes] (can have up to 12) ;-------------------- pal1 = palette/omega.act pal2 = palette/omega.act pal3 = palette/omega.act pal4 = palette/omega.act pal5 = palette/omega.act pal6 = palette/omega.act pal7 = palette/shadow.act pal8 = palette/shadow.act pal9 = palette/shadow.act pal10 = palette/shadow.act pal11 = palette/shadow.act pal12 = palette/shadow.act ;--------------------------------------------------------------------------- ; Omega Zero's constants. ; Format (case insensitive): ; [groupname] ; constname = value ;---------------------------------------- [Data] life = 2000 ;Amount of life to start with power = 3000 ;Amount of power attack = 100 ;attack power (more is stronger) defence = 100 ;defensive power (more is stronger) fall.defence_up = 50 ;Percentage to increase defense everytime player is knocked down liedown.time = 20 ;Time which player lies down for, before getting up airjuggle = 20 ;Number of points for juggling sparkno = 2 ;Default hit spark number for HitDefs guard.sparkno = 40 ;Default guard spark number KO.echo = 0 ;1 to enable echo on KO volume = 200 ;Volume offset (negative for softer) IntPersistIndex = 60 ;Variables with this index and above will not have their values FloatPersistIndex = 40 ;reset to 0 between rounds or matches. There are 60 int variables, ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39. ;If omitted, then it defaults to 60 and 40 for integer and float ;variables repectively, meaning that none are persistent, i.e. all ;are reset. If you want your variables to persist between matches, ;you need to override state 5900 from common1.cns. [Size] xscale = 2 ;Horizontal scaling factor. yscale = 2 ;Vertical scaling factor. ground.back = 20 ;Player width (back, ground) ground.front = 20 ;Player width (front, ground) air.back = 20 ;Player width (back, air) air.front = 20 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 1 ;Set to 1 to scale projectiles too head.pos = 0, -60 ;Approximate position of head mid.pos = 0, -30 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 3 ;Walk forward walk.back = -3 ;Walk backward run.fwd = 6, 0 ;Run forward (x, y) run.back = -6,-3 ;Hop backward (x, y) jump.neu = 0,-8 ;Neutral jumping velocity (x, y) jump.back = -3 ;Jump back Speed (x, y) jump.fwd = 3 ;Jump forward Speed (x, y) runjump.back = -5,0 ;Running jump speeds (opt) runjump.fwd = 5,0 ;. airjump.neu = 0,-8 ;. airjump.back = -2 ;Air jump speeds (opt) airjump.fwd = 2 ;. [Movement] airjump.num = 0 ;Number of air jumps allowed (opt) airjump.height = 0 ;Minimum distance from ground before you can air jump (opt) yaccel = .40 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ;-| Button Remapping |----------------------------------------------------- ; This section lets you remap the player's buttons (to easily change the ; button configuration). The format is: ; old_button = new_button ; If new_button is left blank, the button cannot be pressed. [Remap] x = x y = y z = z a = a b = b c = c s = s ;-| Default Values |------------------------------------------------------- [Defaults] ; Default value for the "time" parameter of a Command. Minimum 1. command.time = 30 ; Default value for the "buffer.time" parameter of a Command. Minimum 1, ; maximum 30. command.buffer.time = 1 ;-| Super Motions |-------------------------------------------------------- ; 7-Slash Sabre Combo [Command] name = "7sabre" command = x, x, F, a, z time = 40 ; Reverse Ultimate Raging Omega Slash Combo [Command] name = "omegasabre" command = z, a, B, x, x time = 40 ;-| Special Motions |------------------------------------------------------ ;-| Double Tap |----------------------------------------------------------- [Command] name = "FF" ;Required (do not remove) command = F, F time = 10 [Command] name = "BB" ;Required (do not remove) command = B, B time = 10 ;-| 2/3 Button Combination |----------------------------------------------- [Command] name = "recovery" ;Required (do not remove) command = x+y time = 1 [Command] name = "recovery" command = y+z time = 1 [Command] name = "recovery" command = x+z time = 1 [Command] name = "recovery" command = a+b time = 1 [Command] name = "recovery" command = b+c time = 1 [Command] name = "recovery" command = a+c time = 1 ;-| Dir & Button |--------------------------------------------------------- [Command] name = "back_x" command = /$B,x time = 1 [Command] name = "back_y" command = /$B,y time = 1 [Command] name = "back_z" command = /$B,z time = 1 [Command] name = "down_x" command = /$D,x time = 1 [Command] name = "down_y" command = /$D,y time = 1 [Command] name = "down_z" command = /$D,z time = 1 [Command] name = "fwd_x" command = /$F,x time = 1 [Command] name = "fwd_y" command = /$F,y time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "up_x" command = /$U,x time = 1 [Command] name = "up_y" command = /$U,y time = 1 [Command] name = "up_z" command = /$U,z time = 1 [Command] name = "back_a" command = /$B,a time = 1 [Command] name = "back_b" command = /$B,b time = 1 [Command] name = "back_c" command = /$B,c time = 1 [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "down_c" command = /$D,c time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "up_a" command = /$U,a time = 1 [Command] name = "up_b" command = /$U,b time = 1 [Command] name = "up_c" command = /$U,c time = 1 ;-| Dir + Button |--------------------------------------------------------- [Command] name = "back+x" command = $B,x time = 5 [Command] name = "back+y" command = $B,y time = 5 [Command] name = "back+z" command = $B,z time = 5 [Command] name = "down+x" command = $D,x time = 5 [Command] name = "down+y" command = $D,y time = 5 [Command] name = "down+z" command = $D,z time = 5 [Command] name = "fwd+x" command = F,x time = 5 [Command] name = "fwd+y" command = $F,y time = 5 [Command] name = "fwd+z" command = $F,z time = 5 [Command] name = "up+x" command = $U,x time = 5 [Command] name = "up+y" command = $U,y time = 5 [Command] name = "up+z" command = $U,z time = 5 [Command] name = "back+a" command = $B,a time = 5 [Command] name = "back+b" command = $B,b time = 5 [Command] name = "back+c" command = $B,c time = 5 [Command] name = "down+a" command = $D,a time = 5 [Command] name = "down+b" command = $D,b time = 5 [Command] name = "down+c" command = $D,c time = 5 [Command] name = "fwd+a" command = $F,a time = 5 [Command] name = "fwd+b" command = $F,b time = 5 [Command] name = "fwd+c" command = $F,c time = 5 [Command] name = "up+a" command = $U,a time = 5 [Command] name = "up+b" command = $U,b time = 5 [Command] name = "up+c" command = $U,c time = 5 ;-| Single Button |--------------------------------------------------------- [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;-| Single Dir |------------------------------------------------------------ [Command] name = "fwd" ;Required (do not remove) command = $F time = 1 [Command] name = "downfwd" command = $DF time = 1 [Command] name = "down" ;Required (do not remove) command = $D time = 1 [Command] name = "downback" command = $DB time = 1 [Command] name = "back" ;Required (do not remove) command = $B time = 1 [Command] name = "upback" command = $UB time = 1 [Command] name = "up" ;Required (do not remove) command = $U time = 1 [Command] name = "upfwd" command = $UF time = 1 ;-| Hold Button |-------------------------------------------------------------- [Command] name = "hold_x" command = /x time = 1 [Command] name = "hold_y" command = /y time = 1 [Command] name = "hold_z" command = /z time = 1 [Command] name = "hold_a" command = /a time = 1 [Command] name = "hold_b" command = /b time = 1 [Command] name = "hold_c" command = /c time = 1 [Command] name = "hold_s" command = /s time = 1 ;-| Hold Dir |-------------------------------------------------------------- [Command] name = "holdfwd" ;Required (do not remove) command = /$F time = 1 [Command] name = "holddownfwd" command = /$DF time = 1 [Command] name = "holddown" ;Required (do not remove) command = /$D time = 1 [Command] name = "holddownback" command = /$DB time = 1 [Command] name = "holdback" ;Required (do not remove) command = /$B time = 1 [Command] name = "holdupback" command = /$UB time = 1 [Command] name = "holdup" ;Required (do not remove) command = /$U time = 1 [Command] name = "holdupfwd" command = /$UF time = 1 ;--------------------------------------------------------------------------- ; Don't remove the following line. It's required by the CMD standard. [Statedef -1] ;===== Contact/Hit/Guard ===== ;----- MoveContact ----- [State -1, VarSet] type = VarSet trigger1 = Time <= 1 trigger2 = StateTime <= 1 ignorehitpause = 1 v = 15 value = 0 [State -1, VarAdd] type = VarAdd trigger1 = MoveContact ignorehitpause = 1 v = 15 value = 1 ;-------------------- ;----- MoveHit ----- [State -1, VarSet] type = VarSet trigger1 = Time <= 1 trigger2 = StateTime <= 1 ignorehitpause = 1 v = 16 value = 0 [State -1, VarAdd] type = VarAdd trigger1 = MoveHit ignorehitpause = 1 v = 16 value = 1 ;-------------------- ;----- MoveGuarded ----- [State -1, VarSet] type = VarSet trigger1 = Time <= 1 trigger2 = StateTime <= 1 ignorehitpause = 1 v = 17 value = 0 [State -1, VarAdd] type = VarAdd trigger1 = MoveGuarded ignorehitpause = 1 v = 17 value = 1 ;-------------------- ;========================= ;-------------------- ; AI is Activated [State -1, VarSet] type = VarSet trigger1 = Var(44) > 0 trigger1 = RoundState = 2 ignorehitpause = 1 var(20) = -1 [State -1, VarRandom] type = VarRandom triggerall = Var(20) < 0 trigger1 = RoundState = 2 ignorehitpause = 1 v = 21 range = 0,2100 ;----- H. Moves ----- [State -1, State] type = ChangeState triggerall = StateNo <= 40 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 trigger1 = Var(21) >= 2000 trigger1 = Var(21) < 2100 trigger1 = Ctrl value = 2000 ;-------------------- ;----- S. Moves ----- [State -1, State] type = ChangeState triggerall = StateNo <= 40 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 trigger1 = Var(21) >= 1100 trigger1 = Var(21) < 1200 trigger1 = Ctrl value = 1100 [State -1, State] type = ChangeState triggerall = StateNo <= 40 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 trigger1 = Var(21) >= 1000 trigger1 = Var(21) < 1100 trigger1 = Ctrl value = 1000 ;-------------------- ;----- N. Moves ----- [State -1, State] type = ChangeState triggerall = StateNo <= 40 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 trigger1 = Var(21) >= 400 trigger1 = Var(21) < 500 trigger1 = Ctrl value = 360 [State -1, State] type = ChangeState triggerall = StateNo <= 40 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 trigger1 = Var(21) >= 300 trigger1 = Var(21) < 400 trigger1 = Ctrl value = 350 [State -1, State] type = ChangeState triggerall = StateNo <= 40 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 trigger1 = Var(21) >= 200 trigger1 = Var(21) < 300 trigger1 = Ctrl value = 200 [State -2, State] type = ChangeState triggerall = StateNo <= 40 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 trigger1 = Var(21) >= 10 trigger1 = Var(21) < 100 trigger1 = Ctrl value = 65 [State -1, State] type = ChangeState triggerall = StateNo <= 40 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 trigger1 = Var(21) >= 0 trigger1 = Var(21) < 10 trigger1 = Ctrl value = 60 [State -1, State] type = ChangeState triggerall = StateNo <= 40 triggerall = StateType != A triggerall = MoveType = I triggerall = RoundState = 2 triggerall = Var(20) < 0 trigger1 = P2Dist X >= 250 trigger2 = Var(21) >= 100 trigger2 = Var(21) < 200 trigger2 = Ctrl value = 100 ;-------------------- ;-------------------- ;=========================================================================== ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- [Statedef -2] ;----- AfterImage ----- [State -2, AfterImage] type = AfterImageTime trigger1 = Vel X >= const(velocity.runjump.fwd.x) ignorehitpause = 1 time = 2 ;-------------------- ;-------------------- ; Remove Explods [State -2, RemoveExplod] type = RemoveExplod triggerall = NumExplod(266) > 0 trigger1 = MoveType != A ignorehitpause = 1 id = 266 ;-------------------- ;-------------------- ; Shadow Omega [State -2, VarSet] type = VarSet triggerall = PalNo > 6 trigger1 = AnimElemNo(0) < Var(10) var(10) = AnimElemNo(0) - 1 [State -2, VarAdd] type = VarAdd triggerall = PalNo > 6 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 var(10) = 1 [State -2, Speed] type = ChangeAnim triggerall = PalNo > 6 trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0 value = Anim elem = Var(10) [State -2, PosAdd] type = PosAdd trigger1 = PalNo > 6 trigger1 = StateNo < 2100 x = Vel X y = Vel Y [State -2, VelAdd] type = VelAdd triggerall = PalNo > 6 triggerall = StateNo < 2100 trigger1 = Vel Y != 0 y = .2 [State -2, AttackMulSet] type = AttackMulSet trigger1 = PalNo > 6 ignorehitpause = 1 value = 1.5 [State -2, NotHitBy] type = NotHitBy triggerall = PalNo > 6 trigger1 = MoveType = H ignorehitpause = 1 value = SCA time = 1 ;-------------------- ;-------------------- ; Armor Code [State -2, AssertSpecial] type = AssertSpecial trigger1 = 1 ignorehitpause = 1 flag = NoStandguard flag2 = NoCrouchguard flag3 = NoAirguard [State -2, Vel X] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 fv = 30 value = Vel X ignorehitpause = 1 [State -2, Vel Y] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 fv = 31 value = Vel Y ignorehitpause = 1 [State -2, StateNo] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 v = 40 value = StateNo ignorehitpause = 1 [State -2, Anim] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 v = 41 value = Anim ignorehitpause = 1 [State -2, AnimElemNo] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 v = 42 value = AnimElemNo(0) ignorehitpause = 1 [State -2, Ctrl] type = VarSet trigger1 = MoveType != H trigger1 = Time > 0 v = 43 value = Ctrl ignorehitpause = 1 [State -2, VarSet] type = VarSet triggerall = RoundState >= 2 triggerall = PrevStateNo != 5005 triggerall = MoveType != H trigger1 = StateTime <= 1 ignorehitpause = 1 var(44) = -1 [State -2, VarAdd] type = VarAdd trigger1 = RoundState >= 2 trigger1 = MoveType != H ignorehitpause = 1 var(44) = 1 [State -2, VarSet] type = VarSet trigger1 = Var(45) <= 0 trigger2 = Var(45) >= 50 v = 45 value = 0 ignorehitpause = 1 [State -2, VarSet] type = VarSet trigger1 = MoveType = H v = 45 value = 1 ignorehitpause = 1 [State -2, VarAdd] type = VarAdd trigger1 = Var(45) > 0 v = 45 value = 1 ignorehitpause = 1 [State -2, NotHitBy] type = NotHitBy trigger1 = Var(45) > 0 trigger1 = MoveType != H ignorehitpause = 1 value = SCA time = 1 [State -2, HitOverride] type = HitOverride trigger1 = Var(20) <= 0 attr = SCA, AA, AT, AP ignorehitpause = 1 stateno = 5005 time = 1 [State -2, HitOverride] type = HitOverride trigger1 = Var(20) > 0 trigger2 = MoveType != A attr = SCA, AA, AT, AP ignorehitpause = 1 stateno = 5000 time = 1 [State -2, PalFX] type = PalFX triggerall = Var(45) > 0 trigger1 = MoveType != H trigger1 = TimeMod = 4,0 time = 2 add = 250,250,250 ignorehitpause = 1 ;-------------------- ;-------------------- ; No Power Set [State -2, PowerSet] type = PowerSet trigger1 = 1 ignorhitpause = 1 value = 0 ;-------------------- ;-------------------- ; Attack identifier [State -2, VarSet] type = VarSet trigger1 = MoveType != A ignorehitpause = 1 var(1) = 0 ;-------------------- ;-------------------- ; Air Jump Variable [State -2, VarSet] type = VarSet trigger1 = Var(5) > 0 trigger1 = StateType != A ignorehitpause = 1 var(5) = 0 [State -2, VarSet] type = VarSet trigger1 = StateNo = 45 ignorehitpause = 1 var(5) = 1 ;-------------------- ;-------------------- ; Can't KO from F1 [State -2, VarSet] type = VarSet trigger1 = Life > Var(50) ignorehitpause = 1 var(50) = Life [State -2, LifeSet] type = LifeSet trigger1 = 1 ignorehitpause = 1 value = Var(50) [State -2, VarAdd] type = VarAdd trigger1 = MoveType = H ignorehitpause = 1 var(50) = Ceil(-GetHitVar(Damage)) ;-------------------- ;-------------------- ; Aura Shadow [State -2, Helper] type = Helper triggerall = Alive triggerall = NumHelper(9999) = 0 trigger1 = RoundState > 0 trigger1 = RoundState < 3 trigger1 = StateNo != 180 trigger1 = StateNo != 190 trigger2 = StateNo = 190 trigger2 = Anim = 191 trigger2 = AnimElem = 9 helpertype = normal name = "Aura Shadow" pausemovetime = 100000000 supermovetime = 100000000 id = 9999 pos = 0,0 postype = p1 stateno = 9999 keyctrl = 0 ownpal = 1 ;-------------------- [State -2, State] type = SelfState triggerall = Var(20) >= 0 triggerall = StateNo < 5150 || StateNo >= 5160 trigger1 = !Alive value = 5151 [State -2, State] type = SelfState triggerall = Var(20) < 0 triggerall = StateNo < 5150 || StateNo >= 5160 trigger1 = !Alive value = 5155 ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;------------------------- ; No Music Until The Match. ;------------------------- [State -3, AssertSpecial] type = AssertSpecial trigger1 = RoundNo <= 1 trigger1 = RoundState < 2 trigger2 = RoundsExisted = 0 trigger2 = TeamMode = Turns trigger2 = RoundState < 2 trigger3 = MatchOver trigger4 = Alive = 0 flag = NoMusic ;-------------------------