First off I'd like to say thank you for reading this topic, if my topic isn't in the appropriate place I apologize, moving on, my first problem is controlling when an attack is supposed to happen..........let me elaborate, take example Kisame (mugen character) when he does his water dragon jutsu its too slow, so I adjusted the speed of the animation of him doing the attack, but the attack itself remained at the same speed so now instead of speeding up all together it remains the same except that Kisame does his hand seals much quicker (because I sped it up using fighter factory) but after that there is a wait period until the attack actually happens, i tried correcting it using a "triggerall = time" but that doesn't help at all, so I would appreciate if anyone could give me a solution. Secondly, I've designed a pretty darn good AI, specifically for MGSSJ2's Raikage the problem is I don't know what "triggerall = var" I should use, for example the character (Raikage) has 2 different modes/states, one is his normal mode/state and the second is his raiton armor mode/state. With that said, there are moves that the character can do in his normal mode/state only and its the same with the raiton armor mode/state, I therefore used the following code to try and separate the 2:
Example:
[State -1,AI Raiton Armor - Raiger Bomb]
type = ChangeState
value = 11000
triggerall = var(10) = 1
trigger1 = (Random <= 500)
trigger1 = (StateType != A) && (Ctrl)
trigger1 = (P2BodyDist X <= 2) && (P2StateType = S)
trigger1 = (P2BodyDist Y <= 5) && (P2StateType = S)
trigger1 = power >= 3000
The problem with this code is that when I personally use the character to fight as soon as I enter the raiton armor mode/state the AI kicks in and I know the problem is with the "triggerall = var(10) = 1" but if I don't use this trigerall the AI wont work at all, I have further questions to ask if you will, but I'll leave it at that for now, I hope for a quick response, Thank You