stats {
aiforceranged = true ;
body = 40 ;
characteranims = 40_scorpion ;
charactername = Scorpion ;
combolevel = popsmash ;
dangerrating = 50 ;
level = 11 ;
mind = 40 ;
name = Scorpion ;
npcdamagescale = 0.7 ;
npchealthscale = 2.3 ;
powerstyle = ps_scorpion ;
scale_factor = 1.1 ;
skin = 4001 ;
sounddir = scorp_m ;
spawnorbs = 3 ;
specific_health = 650 ;
strength = 40 ;
team = enemy ;
textureicon = 45 ;
talent {
level = 1 ;
name = might ;
}
Race {
name = Mutant ;
}
talent {
level = 3 ;
name = monst_dmg_high ;
}
talent {
level = 3 ;
name = monst_dmg_low ;
}
talent {
level = 3 ;
name = monst_health ;
}
talent {
level = 1 ;
name = fightstyle_villain ;
}
talent {
level = 1 ;
name = villain_resistances ;
}
}
XMLB packagedef {
actorskin {
filename = 4001 ;
}
actoranimdb {
filename = fightstyle_villain ;
}
actoranimdb {
filename = 40_scorpion ;
}
model {
filename = HUD/hud_head_4001 ;
}
texture {
filename = textures/glow_cloudy ;
}
effect {
filename = char/scorp/p1_power ;
}
effect {
filename = char/scorp/p1_impact ;
}
texture {
filename = textures/nextgen/burstline_flipped ;
plat = 40 ;
}
effect {
filename = char/scorp/p2_power ;
}
fightstyle {
filename = data/powerstyles/ps_scorpion ;
}
fightstyle {
filename = data/fightstyles/fightstyle_villain ;
}
}
XMLB packagedef {
actorskin {
filename = 4001 ;
}
actoranimdb {
filename = fightstyle_villain ;
}
actoranimdb {
filename = 40_scorpion ;
}
model {
filename = HUD/hud_head_4001 ;
}
fightstyle {
filename = data/fightstyles/fightstyle_villain ;
}
}
ARENA {
info = Asgard ;
title = Asgard ;
zone = sim/sim_asgard1 ;
}
COURSE {
arena = Omega Base ;
boss_damage_scale = 1 ;
boss_health_scale = 8 ;
bossname = Scorpion ;
comicmission = true ;
name = CMSCORPION ;
startloaded = true ;
timelimit = 1200 ;
title = Scorpion_Vs ;
CONVERSATION {
file = sim/scorpion/intro ;
model = Blackwidow ;
name = intro ;
}
CONVERSATION {
file = sim/scorpion/villain ;
name = villain ;
}
CONVERSATION {
file = sim/scorpion/epilogue ;
name = epilogue ;
}
SOUNDFILE {
file = SCSIM ;
}
SPAWNER {
character = Scorpion ;
count = 1 ;
level = 3 ;
levelset = true ;
nograb = true ;
slot = 35 ;
smart = false ;
villain = true ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimtrooper_a ;
count = 1 ;
level = 0 ;
levelset = true ;
slot = 5 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimreaver_a ;
count = 1 ;
level = 0 ;
levelset = true ;
slot = 6 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimreaver_a ;
count = 1 ;
slot = 7 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimreaver_a ;
count = 2 ;
delaymax = 1 ;
delaymin = 1 ;
slot = 8 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimreaver_a ;
count = 2 ;
delaymax = 1 ;
delaymin = 1 ;
slot = 9 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimtrooper_a ;
count = 2 ;
delaymax = 1 ;
delaymin = 1 ;
slot = 10 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimtrooper_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
level = 1 ;
levelset = true ;
slot = 11 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimreaver_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 12 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimtrooper_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 13 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimreaver_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 14 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimtrooper_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 15 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimtrooper_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 16 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimreaver_a ;
count = 2 ;
delaymax = 1 ;
delaymin = 1 ;
level = 1 ;
levelset = true ;
slot = 17 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimtrooper_a ;
count = 2 ;
delaymax = 1 ;
delaymin = 1 ;
slot = 18 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimtrooper_a ;
count = 1 ;
slot = 19 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = aimreaver_a ;
count = 1 ;
slot = 20 ;
}
SPAWNER {
aggressionlevel = 99 ;
character = aimtrooper_c ;
delaymax = 1 ;
delaymin = 1 ;
disabled = true ;
level = -3 ;
levelset = true ;
slot = 21 ;
}
SPAWNER {
aggressionlevel = 99 ;
character = aimtrooper_c ;
delaymax = 1 ;
delaymin = 1 ;
disabled = true ;
slot = 22 ;
}
SPAWNER {
aggressionlevel = 99 ;
character = aimtrooper_c ;
delaymax = 1 ;
delaymin = 1 ;
disabled = true ;
slot = 23 ;
}
SPAWNER {
aggressionlevel = 99 ;
character = aimtrooper_c ;
delaymax = 1 ;
delaymin = 1 ;
disabled = true ;
slot = 24 ;
}
SPAWNER {
aggressionlevel = 99 ;
character = aimtrooper_c ;
delaymax = 1 ;
delaymin = 1 ;
disabled = true ;
slot = 25 ;
}
SPAWNER {
aggressionlevel = 99 ;
character = aimtrooper_c ;
delaymax = 1 ;
delaymin = 1 ;
disabled = true ;
slot = 26 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = supersoldier_a ;
count = 1 ;
disabled = true ;
level = 0 ;
levelset = true ;
slot = 27 ;
}
SPAWNER {
aggressionlevel = 2 ;
character = supersoldier_a ;
count = 1 ;
disabled = true ;
level = 0 ;
levelset = true ;
slot = 28 ;
}
SPAWNER {
character = supersoldier_a ;
count = 1 ;
damagereduction75 = true ;
level = 1 ;
levelset = true ;
slot = 29 ;
}
SPAWNER {
character = aimreaver_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 30 ;
}
SPAWNER {
character = aimtrooper_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 31 ;
}
SPAWNER {
character = aimtrooper_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 32 ;
}
SPAWNER {
character = aimreaver_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 33 ;
}
SPAWNER {
character = aimtrooper_a ;
count = 2 ;
delaymax = 10 ;
delaymin = 10 ;
slot = 34 ;
}
MUSTDIE {
character = Scorpion ;
count = 1 ;
}
REWARD {
requiredscore = 10000 ;
type = Bronze ;
}
REWARD {
requiredscore = 15000 ;
type = Silver ;
}
REWARD {
requiredscore = 20000 ;
rewardtalent = true ;
type = Gold ;
}
}
Captain America's mission has it where he has to defuse all the bombs. He can't miss any, so that's what this value is.
has to protect a frozen
Mr. Fantastic, so it's 1 for him.
Wolverine has to protect 8 power cores, so it's 8 for him.
Blackheart, Mephisto and Deathbird have special properies or immunities. Changing them may disrupt the game itself.
NPC CREATION TUTORIAL 
stats {
charactername = Ancient One ;
name = AncientOne ;
skin = 0000 ;
}
stats {
characteranims = 31_atlantean ;
charactername = Attilan Civilian ;
name = AttilanCivilian_b ;
skin = 3102 ;
}
Scorpion. stats {
aiforceranged = true ;
body = 40 ;
characteranims = 40_scorpion ;
charactername = Scorpion ;
combolevel = popsmash ;
dangerrating = 50 ;
level = 11 ;
mind = 40 ;
name = Scorpion ;
npcdamagescale = 0.7 ;
npchealthscale = 2.3 ;
powerstyle = ps_scorpion ;
scale_factor = 1.1 ;
skin = 4001 ;
sounddir = scorp_m ;
spawnorbs = 3 ;
specific_health = 650 ;
strength = 40 ;
team = enemy ;
textureicon = 45 ;
talent {
level = 1 ;
name = might ;
}
Race {
name = Mutant ;
}
talent {
level = 3 ;
name = monst_dmg_high ;
}
talent {
level = 3 ;
name = monst_dmg_low ;
}
talent {
level = 3 ;
name = monst_health ;
}
talent {
level = 1 ;
name = fightstyle_villain ;
}
talent {
level = 1 ;
name = villain_resistances ;
}
}
Galactus or Ymir. Make sure your wanted skins are just as giant.XMLB PowerStyle {
cansteal = true ;
event {
attack_bone_angles = -91 13 88 ;
attack_bone_pos = 26 2 46 ;
attacktype = beam ;
beambolt = fx01 ;
beameffect = char/scorp/p1_power ;
damage = %mdmg_high ;
damagescale = difficulty ;
damagetype = dmg_energy ;
hiteffect = char/scorp/p1_impact ;
inherit = beam ;
name = plasma_beam ;
powerusage = 1 ;
targetable = true ;
}
FightMove {
aireusetime = 5 ;
aitype = beam ;
animenum = ea_power1 ;
lockangles = true ;
name = power_attack ;
priority = 5 ;
trigger {
name = stop ;
time = 0 ;
}
trigger {
name = sound ;
sound = char/scorp_m/p1_charge ;
time = 0 ;
}
trigger {
bolt = fx01 ;
effect = char/scorp/p1_power ;
fxlevel = 3 ;
name = effect ;
time = 0.29 ;
}
trigger {
name = sound ;
sound = char/scorp_m/p1_power ;
time = 0.5 ;
}
trigger {
fxlevel = 1 ;
name = plasma_beam ;
time = 0.5 ;
}
chain {
action = Idle ;
result = idle ;
}
}
FightMove {
aicomborange = med ;
aicombotype = end ;
animenum = ea_power1 ;
lockangles = true ;
name = power_boost ;
priority = 5 ;
trigger {
name = stop ;
time = 0 ;
}
trigger {
name = sound ;
sound = char/scorp_m/p1_charge ;
time = 0 ;
}
trigger {
bolt = fx01 ;
effect = char/scorp/p1_power ;
fxlevel = 3 ;
name = effect ;
time = 0.29 ;
}
trigger {
name = sound ;
sound = char/scorp_m/p1_power ;
time = 0.5 ;
}
trigger {
fxlevel = 2 ;
knockback = 600 ;
name = plasma_beam ;
pierce = true ;
time = 0.5 ;
}
trigger {
name = sound ;
sound = char/scorp_m/combo ;
time = 0.55 ;
}
chain {
action = Idle ;
result = idle ;
}
}
FightMove {
aireusetime = 3 ;
aitype = aoe ;
animenum = ea_power2 ;
lockangles = true ;
name = power_smash ;
priority = 5 ;
trigger {
name = sound ;
sound = char/scorp_m/p2_charge ;
time = 0 ;
}
trigger {
bolt = fx01 ;
effect = char/scorp/p2_power ;
fxlevel = 1 ;
name = effect ;
time = 0.38 ;
}
trigger {
effect = char/scorp/p2_power ;
fxlevel = 2 ;
name = effect_sound ;
sound = char/scorp_m/p2_power ;
time = 0.65 ;
}
trigger {
arc = 180 ;
attacktype = punch ;
damage = %mdmg_high ;
damagescale = difficulty ;
knockback = 555 ;
maxrange = 75 ;
name = punch ;
offset = 55 ;
powerusage = 3 ;
time = 0.65 ;
damageMod {
name = dmgmod_auto_knockback ;
}
}
chain {
action = Idle ;
result = idle ;
}
}
}



Brand Credits: Activision, Gazillion Entertainment, Marvel Animations, Marvel Comics, Marvel Entertainment, Marvel Studios, Marvel Television, & Netmarble Games.
Image Credits: 20th Century Fox, Marvel Entertainment, Marvel Games, Marvel Studios, Marvel Television, Netflix, Netmarble Games, & Sony Pictures
Modder Credits: Aventureiromax, Andersonbrazil, B.L.A.W., Julio Cabral, Outsider, TheDiscoKing, UltraMegaMagnus & to Marvel Mods Community.
