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Son_munky

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Messages by Son_munky

    

Re: how do you change the commands for a characters moves?

 December 06, 2011, 04:03:55 am View in topic context
avatar  Posted by Son_munky  in how do you change the commands for a characters moves? (Started by Son_munky December 05, 2011, 06:32:26 am
 Board: M.U.G.E.N Development Help

;---------------------------------------------------------------------------
;ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“
[State -1, Hebitsukai]
type = ChangeState
value = 1100
triggerall = !var(59)
triggerall = !var(4)
triggerall = roundstate = 2
triggerall = Command = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“1" || Command = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“2" || Command = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“3"
triggerall = statetype = A
triggerall = Pos Y < -60
trigger1 = ctrl
trigger2 = StateNo = 600 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger3 = StateNo = 610 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger4 = StateNo = 620 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger5 = StateNo = 630 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger6 = StateNo = 640 && ((var(36) && var(16)) || animelemtime(2) < 0)
trigger7 = StateNo = 650 && ((var(36) && var(16)) || animelemtime(2) < 0)
trigger8 = StateNo = 651 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger9 = StateNo = 700 && ((var(36) && var(16)) || animelemtime(2) < 0)
trigger10 = StateNo = 710 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger11 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger12 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger13 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`
[State -1, Hebitsukai]
type = ChangeState
value = 1000
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = Command = "ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`1" || Command = "ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`2" || Command = "ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`3"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(4) < 1 || (var(36) = 1||var(36) = 2))
trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0)
trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger6 = StateNo = 230 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger7 = StateNo = 240 && (var(16) || animelemtime(3) < 0)
trigger8 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger9 = StateNo = 400
trigger10 = StateNo = 410 && (var(16) || animelemtime(3) < 0)
trigger11 = StateNo = 420 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 430 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 440 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 450 && (var(16) || animelemtime(3) < 0)
trigger15 = StateNo = 300 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger19 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒtƒ‰ƒCƒ“ƒOƒNƒƒXƒ`ƒ‡ƒbƒv
[State -1, Hebitsukai]
type = ChangeState
value = 1600
triggerall = !var(59)
triggerall = !var(4)
triggerall = roundstate = 2
triggerall = Command = "ƒtƒ‰ƒCƒ“ƒOƒNƒƒXƒ`ƒ‡ƒbƒv"
triggerall = statetype = A
triggerall = Pos Y < -60
trigger1 = ctrl
trigger2 = StateNo = 600 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger3 = StateNo = 610 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger4 = StateNo = 620 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger5 = StateNo = 630 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger6 = StateNo = 640 && ((var(36) && var(16)) || animelemtime(2) < 0)
trigger7 = StateNo = 650 && ((var(36) && var(16)) || animelemtime(2) < 0)
trigger8 = StateNo = 651 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger9 = StateNo = 700 && ((var(36) && var(16)) || animelemtime(2) < 0)
trigger10 = StateNo = 710 && ((var(36) && var(16)) || animelemtime(3) < 0)
trigger11 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger12 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger13 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
ignorehitpause = 0

;===========================================================================
;---------------------------------------------------------------------------
;ƒK[ƒhƒLƒƒƒ“ƒZƒ‹UŒ‚
[State -1]
type = ChangeState
value = 2800
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = stateno = 150 || stateno = 151 || stateno = 152 || stateno = 153
triggerall = Command = "gc" && command != "holddown" && Command = "holdfwd"
trigger1 = Power >= 1000 && (!var(20) || var(20) = 4 || var(20) = 6)
trigger2 = Power >= 1500 && var(20) = 1
trigger3 = var(14) && var(20) = 3

;---------------------------------------------------------------------------
;ƒK[ƒhƒLƒƒƒ“ƒZƒ‹ˆÚ“®i‘Oj
[State -1]
type = ChangeState
triggerall = power = 9998
value = 810
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = var(20) = 4 || var(20) = 6
triggerall = Power >= 1000
triggerall = Command = "recovery" && command != "holddown" && Command = "holdfwd"
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;---------------------------------------------------------------------------
;ƒK[ƒhƒLƒƒƒ“ƒZƒ‹ˆÚ“®iŒãj
[State -1]
type = ChangeState
value = 820
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = var(20) = 4 || var(20) = 6
triggerall = Power >= 1000
triggerall = Command = "recovery" && command != "holddown" && Command = "holdback"
trigger1 = stateno = 150
trigger2 = stateno = 151
trigger3 = stateno = 152
trigger4 = stateno = 153

;---------------------------------------------------------------------------
;’§”­
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = !var(59)
triggerall = command = "start"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(4) < 1 || (var(36) = 1||var(36) = 2))
trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0)
trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger6 = StateNo = 230 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger7 = StateNo = 240 && (var(16) || animelemtime(3) < 0)
trigger8 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger9 = StateNo = 400
trigger10 = StateNo = 410 && (var(16) || animelemtime(3) < 0)
trigger11 = StateNo = 420 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 430 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 440 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 450 && (var(16) || animelemtime(3) < 0)
trigger15 = StateNo = 300 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger19 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒ‰ƒ“
[State -1, Run Fwd]
type = ChangeState
value = 100
triggerall = !var(59)
triggerall = var(20) = 3 || var(20) = 4 || var(20) = 5 || var(20) = 6
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;ƒXƒeƒbƒv
[State -1, Run Fwd]
type = ChangeState
value = 102
triggerall = !var(59)
triggerall = !var(20) || var(20) = 1 || var(20) = 2
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Œã‘Þƒ_ƒbƒVƒ…
[State -1, Run Back]
type = ChangeState
value = 105
triggerall = !var(59)
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl

;---------------------------------------------------------------------------
;Žóg
[State -1]
type = ChangeState
value = 5201
triggerall = !var(59)
triggerall = !var(1)
triggerall = var(20) = 1 || var(20) = 4 || var(20) = 5 || var(20) = 6
triggerall = Alive
triggerall = StateNo = 5050 || StateNo = 5071
triggerall = Vel Y > 0
triggerall = Pos Y >= 10
trigger1 = command = "recovery"
persistent = 0

;---------------------------------------------------------------------------
;‰ñ‚荞‚Ý
[State -1]
type = ChangeState
triggerall = power = 9998
value = 800
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 1 || var(20) = 4) && command = "recovery") || (var(20) = 6 && command = "holdfwd" && command = "recovery")
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = StateNo = 200 && time < 2
trigger3 = StateNo = 210 && time < 2
trigger4 = StateNo = 220 && time < 2
trigger5 = StateNo = 221 && time < 2
trigger6 = StateNo = 230 && time < 2
trigger7 = StateNo = 240 && time < 2
trigger8 = StateNo = 250 && time < 2
trigger9 = StateNo = 400 && time < 2
trigger10 = StateNo = 410 && time < 2
trigger11 = StateNo = 420 && time < 2
trigger12 = StateNo = 430 && time < 2
trigger13 = StateNo = 440 && time < 2
trigger14 = StateNo = 450 && time < 2
trigger15 = StateNo = 300 && time < 2
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;”ð‚¯
[State -1]
type = ChangeState
value = 830
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = var(20) = 3 || var(20) = 6
triggerall = command = "recovery"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = StateNo = 200 && time < 2
trigger3 = StateNo = 210 && time < 2
trigger4 = StateNo = 220 && time < 2
trigger5 = StateNo = 221 && time < 2
trigger6 = StateNo = 230 && time < 2
trigger7 = StateNo = 240 && time < 2
trigger8 = StateNo = 250 && time < 2
trigger9 = StateNo = 400 && time < 2
trigger10 = StateNo = 410 && time < 2
trigger11 = StateNo = 420 && time < 2
trigger12 = StateNo = 430 && time < 2
trigger13 = StateNo = 440 && time < 2
trigger14 = StateNo = 450 && time < 2
trigger15 = StateNo = 300 && time < 2
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒpƒ[—­‚ß
[State -1]
type = ChangeState
value = 850
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = (power < 1000 && var(20) = 3) || (power < 3000 && var(20) = 6)
triggerall = !var(15) && !var(16) && !var(14)
triggerall = (command = "chargec" && command = "chargez")
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = StateNo = 200 && time < 2
trigger3 = StateNo = 210 && time < 2
trigger4 = StateNo = 220 && time < 2
trigger5 = StateNo = 221 && time < 2
trigger6 = StateNo = 230 && time < 2
trigger7 = StateNo = 240 && time < 2
trigger8 = StateNo = 250 && time < 2
trigger9 = StateNo = 400 && time < 2
trigger10 = StateNo = 410 && time < 2
trigger11 = StateNo = 420 && time < 2
trigger12 = StateNo = 430 && time < 2
trigger13 = StateNo = 440 && time < 2
trigger14 = StateNo = 450 && time < 2
trigger15 = StateNo = 300 && time < 2

;---------------------------------------------------------------------------
;ƒpƒ[MAX”­“®
[State -1]
type = ChangeState
triggerall = power = 9998
value = 860
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = (var(20) = 4 && Command = "oc") || (var(20) = 6 && Command = "gc")
triggerall = Power >= 1000
triggerall = !var(15) && !var(16)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = StateNo = 200 && time < 2
trigger3 = StateNo = 210 && time < 2
trigger4 = StateNo = 220 && time < 2
trigger5 = StateNo = 221 && time < 2
trigger6 = StateNo = 230 && time < 2
trigger7 = StateNo = 240 && time < 2
trigger8 = StateNo = 250 && time < 2
trigger9 = StateNo = 400 && time < 2
trigger10 = StateNo = 410 && time < 2
trigger11 = StateNo = 420 && time < 2
trigger12 = StateNo = 430 && time < 2
trigger13 = StateNo = 440 && time < 2
trigger14 = StateNo = 450 && time < 2
trigger15 = StateNo = 300 && time < 2

;---------------------------------------------------------------------------
;ƒIƒŠƒRƒ“”­“®i’nãj
[State -1]
type = ChangeState
value = 870
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = var(20) = 1 || var(20) = 6
triggerall = Power >= 1500 && Command = "oc"
triggerall = !var(15) && !var(16)
triggerall = roundstate = 2
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = StateNo = 200 && time < 2
trigger3 = StateNo = 210 && time < 2
trigger4 = StateNo = 220 && time < 2
trigger5 = StateNo = 221 && time < 2
trigger6 = StateNo = 230 && time < 2
trigger7 = StateNo = 240 && time < 2
trigger8 = StateNo = 250 && time < 2
trigger9 = StateNo = 400 && time < 2
trigger10 = StateNo = 410 && time < 2
trigger11 = StateNo = 420 && time < 2
trigger12 = StateNo = 430 && time < 2
trigger13 = StateNo = 440 && time < 2
trigger14 = StateNo = 450 && time < 2
trigger15 = StateNo = 300 && time < 2

;---------------------------------------------------------------------------
;ƒIƒŠƒRƒ“”­“®i‹ó’†j
[State -1]
type = ChangeState
value = 875
triggerall = !var(59)
triggerall = !var(4)
triggerall = roundstate = 2
triggerall = var(20) = 1 || var(20) = 6
triggerall = Power >= 3000 && Command = "oc"
triggerall = !var(15) && !var(16)
triggerall = roundstate = 2
triggerall = statetype = A
trigger1 = ctrl
trigger2 = StateNo = 600 && time < 2
trigger3 = StateNo = 610 && time < 2
trigger4 = StateNo = 620 && time < 2
trigger5 = StateNo = 630 && time < 2
trigger6 = StateNo = 640 && time < 2
trigger7 = StateNo = 650 && time < 2
trigger8 = StateNo = 651 && time < 2
trigger9 = StateNo = 700 && time < 2
trigger10 = StateNo = 710 && time < 2

;---------------------------------------------------------------------------
;“Š‚°
[State -1, Throw]
type = ChangeState
value = 900
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = (command = "holdfwd" || command = "holdback") && (command = "z" && command = "y" || command = "c" && command = "b" || command = "y" && command = "x" || command ="b" && command = "a")
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2bodydist X = [-1,22]
trigger1 = p2statetype = S || p2statetype = C
trigger1 = p2movetype != H || var(16)

;---------------------------------------------------------------------------
;ƒJƒEƒ“ƒ^[UŒ‚iƒpƒ“ƒ`j
[State -1, Taunt]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = StateNo = 830 && Time = [14,24]

;---------------------------------------------------------------------------
;ƒJƒEƒ“ƒ^[UŒ‚iƒLƒbƒNj
[State -1, Taunt]
type = ChangeState
value = 240
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "a" || command = "b" || command = "c"
trigger1 = StateNo = 830 && Time = [14,24]

;---------------------------------------------------------------------------
;ƒŒƒCƒ“ƒ{[ƒ\ƒoƒbƒg
[State -1, Taunt]
type = ChangeState
value = 300
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "b"
triggerall = command != "holddown" && Command = "holdfwd"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒtƒ‰ƒCƒ“ƒOƒ{ƒfƒB[ƒAƒ^ƒbƒN
[State -1, Taunt]
type = ChangeState
value = 700
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = statetype = A
triggerall = Vel X
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒ_ƒuƒ‹ƒj[ƒhƒƒbƒv
[State -1, Taunt]
type = ChangeState
value = 710
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype = A
triggerall = Vel X
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;—§‚¿Žãƒpƒ“ƒ`
[State -1, Taunt]
type = ChangeState
value = 200
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = StateNo = 400 && Time > 4
trigger3 = (StateNo = [195,799]) && var(36) && var(16)
trigger4 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger5 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;—§‚¿’†ƒpƒ“ƒ`
[State -1, Taunt]
type = ChangeState
value = 210
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;‹ß‹——£—§‚¿‹­ƒpƒ“ƒ`
[State -1, Taunt]
type = ChangeState
value = 221
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = P2BodyDist X = [-25,25]
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;‰“‹——£—§‚¿‹­ƒpƒ“ƒ`
[State -1, Taunt]
type = ChangeState
value = 220
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;—§‚¿ŽãƒLƒbƒN
[State -1, Taunt]
type = ChangeState
value = 230
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = StateNo = 400 && Time > 4
trigger3 = (StateNo = [195,799]) && var(36) && var(16)
trigger4 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger5 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;—§‚¿’†ƒLƒbƒN
[State -1, Taunt]
type = ChangeState
value = 240
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;—§‚¿‹­ƒLƒbƒN
[State -1, Taunt]
type = ChangeState
value = 250
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;‚µ‚Ⴊ‚ÝŽãƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 400
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = StateNo = 400 && Time > 4
trigger3 = (StateNo = [195,799]) && var(36) && var(16)
trigger4 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger5 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;‚µ‚Ⴊ‚Ý’†ƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 410
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;‚µ‚Ⴊ‚Ý‹­ƒpƒ“ƒ`
[State -1]
type = ChangeState
triggerall = roundstate = 2
value = 420
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;‚µ‚Ⴊ‚ÝŽãƒLƒbƒN
[State -1]
type = ChangeState
value = 430
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = StateNo = 400 && Time > 4
trigger3 = (StateNo = [195,799]) && var(36) && var(16)
trigger4 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger5 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;‚µ‚Ⴊ‚Ý’†ƒLƒbƒN
[State -1]
type = ChangeState
value = 440
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;‚µ‚Ⴊ‚Ý‹­ƒLƒbƒN
[State -1]
type = ChangeState
value = 450
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
trigger3 = (StateNo = [1000,1299]) && var(36) && var(16)
trigger4 = (StateNo = [1400,2999]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒWƒƒƒ“ƒvŽãƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 600
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒWƒƒƒ“ƒv’†ƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 610
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
ignorehitpause = 0
 
;---------------------------------------------------------------------------
;ƒWƒƒƒ“ƒv‹­ƒpƒ“ƒ`
[State -1]
type = ChangeState
value = 620
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "z"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
ignorehitpause = 0

 
;---------------------------------------------------------------------------
;ƒWƒƒƒ“ƒvŽãƒLƒbƒN
[State -1]
type = ChangeState
value = 630
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "a"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒWƒƒƒ“ƒv’†ƒLƒbƒN
[State -1]
type = ChangeState
value = 640
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
ignorehitpause = 0
 
;---------------------------------------------------------------------------
;ŽÎ‚߃Wƒƒƒ“ƒv‹­ƒLƒbƒN
[State -1]
type = ChangeState
value = 650
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "c"
triggerall = statetype = A
triggerall = Vel X
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------
;‚’¼ƒWƒƒƒ“ƒv‹­ƒLƒbƒN
[State -1]
type = ChangeState
value = 651
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = command = "c"
triggerall = statetype = A
triggerall = !Vel X
trigger1 = ctrl
trigger2 = (StateNo = [195,799]) && var(36) && var(16)
ignorehitpause = 0

;---------------------------------------------------------------------------

that should be enough for now. I get the basics of find it and change it. Its finding the second half that is throwing me off.
      Thanks for the help so far guys. Sorry if im being a pain.
    

Re: how do you change the commands for a characters moves?

 December 06, 2011, 04:03:38 am View in topic context
avatar  Posted by Son_munky  in how do you change the commands for a characters moves? (Started by Son_munky December 05, 2011, 06:32:26 am
 Board: M.U.G.E.N Development Help

Second is R.Mika


I want to change her "heavenly dynamite" from 360 p to something like b,db,d,df,f,p or the likes. I think her's isnt that I cant find it but that I cant read it:
;-| ’´•KŽE‹Z |--------------------------------------------------------
[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg1"
command = U,U,U,D,D,D,F,F,F,B,B,B, s+a+c
time=1



[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, ~x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, ~x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, ~x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, ~x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, ~y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, ~y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, ~y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, ~y
time = 40



[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, ~z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, ~z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, ~z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, ~z
time = 40




[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, x+y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, ~x+y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, x+y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, ~x+y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, x+y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, ~x+y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, x+y
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, ~x+y
time = 40



[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, y+z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, ~y+z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, y+z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, ~y+z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, y+z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, ~y+z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, y+z
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, ~y+z
time = 40



[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, z+x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$F,$D,$B,$U,$F,$D,$B, ~z+x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, z+x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$B,$U,$F,$D,$B,$U,$F, ~z+x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, z+x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$U,$B,$D,$F,$U,$B,$D,$F, ~z+x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, z+x
time = 40

[Command]
name = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
command = ~$D,$F,$U,$B,$D,$F,$U,$B, ~z+x
time = 40

[Command]
name = "ƒT[ƒfƒBƒ“ƒYƒr[ƒ`ƒGƒNƒXƒgƒ‰"
command = ~D, DF, F, D, DF, a
time = 24

[Command]
name = "ƒT[ƒfƒBƒ“ƒYƒr[ƒ`ƒGƒNƒXƒgƒ‰"
command = ~D, DF, F, D, DF, ~a
time = 24

[Command]
name = "ƒT[ƒfƒBƒ“ƒYƒr[ƒ`ƒGƒNƒXƒgƒ‰"
command = ~D, DF, F, D, DF, b
time = 24

[Command]
name = "ƒT[ƒfƒBƒ“ƒYƒr[ƒ`ƒGƒNƒXƒgƒ‰"
command = ~D, DF, F, D, DF, ~b
time = 24

[Command]
name = "ƒT[ƒfƒBƒ“ƒYƒr[ƒ`ƒGƒNƒXƒgƒ‰"
command = ~D, DF, F, D, DF, c
time = 24

[Command]
name = "ƒT[ƒfƒBƒ“ƒYƒr[ƒ`ƒGƒNƒXƒgƒ‰"
command = ~D, DF, F, D, DF, ~c
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…1"
command = U,U,U,D,D,D,F,F,F,B,B,B, s+a+c
time=1

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…1"
command = U,U,U,D,D,D,F,F,F,B,B,B, s+a+c
time=1

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…2"
command = ~D, DF, F, D, DF, x
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…2"
command = ~D, DF, F, D, DF, ~x
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…2"
command = ~D, DF, F, D, DF, y
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…2"
command = ~D, DF, F, D, DF, ~y
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…2"
command = ~D, DF, F, D, DF, z
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…2"
command = ~D, DF, F, D, DF, ~z
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…3"
command = ~D, DF, F, D, DF, x+y
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…3"
command = ~D, DF, F, D, DF, ~x+y
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…3"
command = ~D, DF, F, D, DF, z+x
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…3"
command = ~D, DF, F, D, DF, ~z+x
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…3"
command = ~D, DF, F, D, DF, z+y
time = 24

[Command]
name = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…3"
command = ~D, DF, F, D, DF, ~z+y
time = 24

;-| •KŽE‹Z |------------------------------------------------------
[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh1"
command = ~F, D, B, x
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh1"
command = ~F, D, B, ~x
time = 30



[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh2"
command = ~F, D, B, y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh2"
command = ~F, D, B, ~y
time = 30



[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh3"
command = ~F, D, B, z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh3"
command = ~F, D, B, ~z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $D, $B, $U,x+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $D, $B, $U,~x+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $U, $B, $D,x+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $U, $B, $D,~x+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $D, $B, $U,x+z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $D, $B, $U,~x+z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $U, $B, $D,x+z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $U, $B, $D,~x+z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $D, $B, $U,z+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $D, $B, $U,~z+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $U, $B, $D,z+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$F, $U, $B, $D,~z+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$U,$F,$D,x+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$U,$F,$D,~x+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$D,$F,$U,x+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$D,$F,$U,~x+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$U,$F,$D,x+z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$U,$F,$D,~x+z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$D,$F,$U,x+z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$D,$F,$U,~x+z
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$U,$F,$D,z+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$U,$F,$D,~z+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$D,$F,$U,z+y
time = 30

[Command]
name = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
command = ~$B,$D,$F,$U,~z+y
time = 30


[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$F, D, B, $U, a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$F, D, B, $U, ~a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$D, B, U, $F, a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$D, B, U, $F, ~a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$B, U, F, $D, a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$B, U, F, $D, ~a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$U, F, D, $B, a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$U, F, D, $B, ~a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$F, U, B, $D, a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$F, U, B, $D, ~a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$D, F, U, $B, a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$D, F, U, $B, ~a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$B, D, F, $U, a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$B, D, F, $U, ~a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$U, B, D, $F, a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1"
command = ~$U, B, D, $F, ~a
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$F, D, B, $U, b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$F, D, B, $U, ~b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$D, B, U, $F, b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$D, B, U, $F, ~b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$B, U, F, $D, b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$B, U, F, $D, ~b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$U, F, D, $B, b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$U, F, D, $B, ~b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$F, U, B, $D, b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$F, U, B, $D, ~b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$D, F, U, $B, b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$D, F, U, $B, ~b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$B, D, F, $U, b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$B, D, F, $U, ~b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$U, B, D, $F, b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2"
command = ~$U, B, D, $F, ~b
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$F, D, B, $U, c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$F, D, B, $U, ~c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$D, B, U, $F, c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$D, B, U, $F, ~c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$B, U, F, $D, c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$B, U, F, $D, ~c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$U, F, D, $B, c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$U, F, D, $B, ~c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$F, U, B, $D, c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$F, U, B, $D, ~c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$D, F, U, $B, c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$D, F, U, $B, ~c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$B, D, F, $U, c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$B, D, F, $U, ~c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$U, B, D, $F, c
time = 40

[Command]
name = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
command = ~$U, B, D, $F, ~c
time = 40

[Command]
name = "ƒ~ƒJƒXƒ‰ƒbƒVƒ…1"
command = ~D, DF, F, x
time = 12

[Command]
name = "ƒ~ƒJƒXƒ‰ƒbƒVƒ…1"
command = ~D, DF, F, ~x
time = 12

[Command]
name = "ƒ~ƒJƒXƒ‰ƒbƒVƒ…2"
command = ~D, DF, F, y
time = 12

[Command]
name = "ƒ~ƒJƒXƒ‰ƒbƒVƒ…2"
command = ~D, DF, F, ~y
time = 12

[Command]
name = "ƒ~ƒJƒXƒ‰ƒbƒVƒ…3"
command = ~D, DF, F, z
time = 12

[Command]
name = "ƒ~ƒJƒXƒ‰ƒbƒVƒ…3"
command = ~D, DF, F, ~z
time = 12

[Command]
name = "‰„‘ƒ‰ƒŠƒAƒbƒg1"
command = ~F, D, DF, x
time = 12

[Command]
name = "‰„‘ƒ‰ƒŠƒAƒbƒg1"
command = ~F, D, DF, ~x
time = 12

[Command]
name = "‰„‘ƒ‰ƒŠƒAƒbƒg2"
command = ~F, D, DF, y
time = 12

[Command]
name = "‰„‘ƒ‰ƒŠƒAƒbƒg2"
command = ~F, D, DF, ~y
time = 12

[Command]
name = "‰„‘ƒ‰ƒŠƒAƒbƒg3"
command = ~F, D, DF, z
time = 12

[Command]
name = "‰„‘ƒ‰ƒŠƒAƒbƒg3"
command = ~F, D, DF, ~z
time = 12

[Command]
name = "ƒtƒ‰ƒCƒ“ƒOƒs[ƒ`1"
command = ~D, DB, B, x
time = 12

[Command]
name = "ƒtƒ‰ƒCƒ“ƒOƒs[ƒ`1"
command = ~D, DB, B, ~x
time = 12

[Command]
name = "ƒtƒ‰ƒCƒ“ƒOƒs[ƒ`2"
command = ~D, DB, B, y
time = 12

[Command]
name = "ƒtƒ‰ƒCƒ“ƒOƒs[ƒ`2"
command = ~D, DB, B, ~y
time = 12

[Command]
name = "ƒtƒ‰ƒCƒ“ƒOƒs[ƒ`3"
command = ~D, DB, B, z
time = 12

[Command]
name = "ƒtƒ‰ƒCƒ“ƒOƒs[ƒ`3"
command = ~D, DB, B, ~z
time = 12

[Command]
name = "ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`1"
command = ~D, DB, B, a
time = 12

[Command]
name = "ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`1"
command = ~D, DB, B, ~a
time = 12

[Command]
name = "ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`2"
command = ~D, DB, B, b
time = 12

[Command]
name = "ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`2"
command = ~D, DB, B, ~b
time = 12

[Command]
name = "ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`3"
command = ~D, DB, B, c
time = 12

[Command]
name = "ƒVƒ…[ƒeƒBƒ“ƒOƒs[ƒ`3"
command = ~D, DB, B, ~c
time = 12

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“1"
command = ~$U,$F,$D,$B, a
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“1"
command = ~$D,$B,$U,$F, a
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“1"
command = ~$U,$B,$D,$F, a
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“1"
command = ~$D,$F,$U,$B, a
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“2"
command = ~$U,$F,$D,$B, b
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“2"
command = ~$D,$B,$U,$F, b
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“2"
command = ~$U,$B,$D,$F, b
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“2"
command = ~$D,$F,$U,$B, b
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“3"
command = ~$U,$F,$D,$B, c
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“3"
command = ~$D,$B,$U,$F, c
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“3"
command = ~$U,$B,$D,$F, c
time = 28

[Command]
name = "ƒEƒCƒ“ƒOƒŒƒXƒGƒAƒvƒŒ[ƒ“3"
command = ~$D,$F,$U,$B, c
time = 28

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX1"
command = ~45$D, $U, x
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX1"
command = ~45$D, $U, ~x
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX2"
command = ~45$D, $U, y
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX2"
command = ~45$D, $U, ~y
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX3"
command = ~45$D, $U, z
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX3"
command = ~45$D, $U, ~z
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX4"
command = ~$D, $U, x
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX4"
command = ~$D, $U, ~x
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX5"
command = ~$D, $U, y
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX5"
command = ~$D, $U, ~y
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX6"
command = ~$D, $U, z
time = 12

[Command]
name = "ƒ€[ƒ“ƒTƒ‹ƒgƒvƒŒƒX6"
command = ~$D, $U, ~z
time = 12

[Command]
name = "ƒtƒ‰ƒCƒ“ƒOƒNƒƒXƒ`ƒ‡ƒbƒv"
command = x+y
time = 5

[Command]
name = "ƒtƒ‰ƒCƒ“ƒOƒNƒƒXƒ`ƒ‡ƒbƒv"
command = y+z
time = 5

[Command]
name = "ƒtƒ‰ƒCƒ“ƒOƒNƒƒXƒ`ƒ‡ƒbƒv"
command = z+x
time = 5

;-| ‚Q‰ñ‰Ÿ‚µ‹Z |-----------------------------------------------------------
[Command]
name = "longjump"
command = D, $U
time = 18

[Command]
name = "FF"     
command = F, F
time = 12

[Command]
name = "BB"     
command = B, B
time = 10

;-| ‚QE‚RŒÂ‚Ì“¯Žž‰Ÿ‚µ‹Z |-----------------------------------------------
[Command]
name = "recovery"
command = x+a
time = 10

[Command]
name = "gc"
command = y+b
time = 10

[Command]
name = "oc"
command = z+c
time = 10

;-| •ûŒü‚ƃ{ƒ^ƒ“‚ŏo‚·‹Z |---------------------------------------------------------
[Command]
name = "down_a"
command = /$D,a
time = 1

[Command]
name = "down_b"
command = /$D,b
time = 1

;-| ƒ{ƒ^ƒ“Ý’èi‚¢‚¶‚ç‚È‚¢j|---------------------------------------------------------
[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 = "start"
command = s
time = 1

;-| ‰Ÿ‚µ‚Á‚ςȂµÝ’èi‚¢‚¶‚ç‚È‚¢j-------------------------------------------------------
[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup"
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1

[Command]
name = "holda"
command = /a
time = 1

[Command]
name = "holdb"
command = /b
time = 1

[Command]
name = "holdc"
command = /c
time = 1

[Command]
name = "holdx"
command = /x
time = 1

[Command]
name = "holdy"
command = /y
time = 1

[Command]
name = "holdz"
command = /z
time = 1

[Command]
name = "chargec"
command = /b
time = 1

[Command]
name = "chargez"
command = /y
time = 1

[Command];i‘OƒuƒƒbƒLƒ“ƒOƒRƒ}ƒ“ƒhj
name = "block"
command = F
time = 1

[Command];i‰ºƒuƒƒbƒLƒ“ƒOƒRƒ}ƒ“ƒhj
name = "block2"
command = D
time = 1

[Command];
name = "renda3"
command = U
time = 1

[Command];
name = "renda4"
command = B
time = 1

[Command];iƒOƒ‹[ƒ”ƒZƒŒƒNƒg—pj
name = "up"
command = U
time = 3

[Command];iƒOƒ‹[ƒ”ƒZƒŒƒNƒg—pj
name = "down"
command = D
time = 3

[Command]
name = "back"
command = U,U,U,D,D,D,F,F,F,B,B,B, s+a+c
time=1

[Command]
name = "downback"
command = U,U,U,D,D,D,F,F,F,B,B,B, s+a+c
time=1

; ‰º‚Ì‹Lq«‚͐â‘΂ɏÁ‚³‚È‚¢‚Å‚­‚¾‚³‚¢B
[Statedef -1]
;===========================================================================
;---------------------------------------------------------------------------
;ƒŒƒCƒ“ƒ{[ƒuƒŠƒbƒW
[State -1, hadouken]
type = ChangeState
value = 3200
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 3000) || (var(20) = 1 && Power >= 3000) || (var(20) = 2 && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16)
triggerall = Command = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒhx3"
triggerall = statetype != A
trigger1 = StateNo = 1400 && var(5) = 2 && var(36) = 1
trigger1 = animelemtime(8) >= 0 && animelemtime(10) < 0
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒT[ƒfƒBƒ“ƒYƒr[ƒ`ƒGƒNƒXƒgƒ‰
[State -1, Hebitsukai]
type = null;ChangeState
value = 3300
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 2 || (var(20) = 6 && !var(18))) && Power >= 3000) || (var(20) = 3 && (100*life/const(data.life))<=30 && var(14)) || (var(15) && Power >= 1000) || var(43)
triggerall = Command = "ƒT[ƒfƒBƒ“ƒYƒr[ƒ`ƒGƒNƒXƒgƒ‰"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(4) < 1 || (var(36) = 1||var(36) = 2))
trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0)
trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger6 = StateNo = 230 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger7 = StateNo = 240 && (var(16) || animelemtime(3) < 0)
trigger8 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger9 = StateNo = 400
trigger10 = StateNo = 410 && (var(16) || animelemtime(3) < 0)
trigger11 = StateNo = 420 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 430 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 440 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 450 && (var(16) || animelemtime(3) < 0)
trigger15 = StateNo = 300 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger19 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
trigger21 = (StateNo = [1000,1099]) && (var(20) = 2 || var(20) = 6)
trigger22 = (StateNo = [1400,2999]) && (var(20) = 2 || var(20) = 6)
trigger23 = StateNo = 3000 && (var(20) = 2 || var(20) = 6) && time > 50
trigger24 = StateNo = 3005 && (var(20) = 2 || var(20) = 6)
trigger25 = StateNo = 3100 && (var(20) = 2 || var(20) = 6) && time > 50
trigger26 = StateNo = 3103 && (var(20) = 2 || var(20) = 6) && animelemtime(6) > 0
trigger27 = StateNo = 3200 && (var(20) = 2 || var(20) = 6) && time > 50
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg
[State -1, Hebitsukai]
type = ChangeState
value = 3100
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 2000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16)
triggerall = Command = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg2" || Command = "ƒwƒuƒ“ƒŠ[ƒ_ƒCƒiƒ}ƒCƒg3"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(4) < 1 || (var(36) = 1||var(36) = 2))
trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0)
trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger6 = StateNo = 230 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger7 = StateNo = 240 && (var(16) || animelemtime(3) < 0)
trigger8 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger9 = StateNo = 400
trigger10 = StateNo = 410 && (var(16) || animelemtime(3) < 0)
trigger11 = StateNo = 420 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 430 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 440 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 450 && (var(16) || animelemtime(3) < 0)
trigger15 = StateNo = 300 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger19 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
trigger21 = (StateNo = [1000,1099]) && (var(20) = 2 || var(20) = 6)
trigger22 = (StateNo = [1400,2999]) && (var(20) = 2 || var(20) = 6)
trigger23 = StateNo = 3000 && (var(20) = 2 || var(20) = 6) && time > 50
trigger24 = StateNo = 3005 && (var(20) = 2 || var(20) = 6)
trigger25 = StateNo = 3200 && (var(20) = 2 || var(20) = 6) && time > 50
trigger26 = StateNo = 3300 && (var(20) = 2 || var(20) = 6) && time > 50
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…
[State -1, Hebitsukai]
type = ChangeState
value = 3000
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = ((!var(20) || var(20) = 4 || var(20) = 6) && Power >= 1000) || (var(20) = 1 && Power >= 1500) || (var(20) = 2 && Power >= 2000) || (var(20) = 3 && (100*life/const(data.life))<=30) || var(43) || var(14) || var(16)
triggerall = Command = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…2" || Command = "ƒŒƒCƒ“ƒ{[ƒqƒbƒvƒ‰ƒbƒVƒ…3"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(4) < 1 || (var(36) = 1||var(36) = 2))
trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0)
trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger6 = StateNo = 230 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger7 = StateNo = 240 && (var(16) || animelemtime(3) < 0)
trigger8 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger9 = StateNo = 400
trigger10 = StateNo = 410 && (var(16) || animelemtime(3) < 0)
trigger11 = StateNo = 420 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 430 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 440 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 450 && (var(16) || animelemtime(3) < 0)
trigger15 = StateNo = 300 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger19 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
trigger21 = (StateNo = [1000,1099]) && (var(20) = 2 || var(20) = 6)
trigger22 = (StateNo = [1400,2999]) && (var(20) = 2 || var(20) = 6)
trigger23 = StateNo = 3100 && (var(20) = 2 || var(20) = 6) && time > 50
trigger24 = StateNo = 3103 && (var(20) = 2 || var(20) = 6) && animelemtime(6) > 0
trigger25 = StateNo = 3200 && (var(20) = 2 || var(20) = 6) && time > 50
trigger26 = StateNo = 3300 && (var(20) = 2 || var(20) = 6) && time > 50
ignorehitpause = 0

;===========================================================================
;---------------------------------------------------------------------------
;ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh
[State -1, Hebitsukai]
type = ChangeState
value = 1200
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = Command = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh1" || Command = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh2" || Command = "ƒpƒ‰ƒ_ƒCƒXƒz[ƒ‹ƒh3"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(4) < 1 || (var(36) = 1||var(36) = 2))
trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0)
trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger6 = StateNo = 230 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger7 = StateNo = 240 && (var(16) || animelemtime(3) < 0)
trigger8 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger9 = StateNo = 400
trigger10 = StateNo = 410 && (var(16) || animelemtime(3) < 0)
trigger11 = StateNo = 420 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 430 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 440 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 450 && (var(16) || animelemtime(3) < 0)
trigger15 = StateNo = 300 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger19 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN
[State -1, Hebitsukai]
type = ChangeState
value = 1300
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = Command = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN1" || Command = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN2" || Command = "ƒfƒCƒhƒŠ[ƒ€ƒwƒbƒhƒƒbƒN3"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(4) < 1 || (var(36) = 1||var(36) = 2))
trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0)
trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger6 = StateNo = 230 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger7 = StateNo = 240 && (var(16) || animelemtime(3) < 0)
trigger8 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger9 = StateNo = 400
trigger10 = StateNo = 410 && (var(16) || animelemtime(3) < 0)
trigger11 = StateNo = 420 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 430 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 440 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 450 && (var(16) || animelemtime(3) < 0)
trigger15 = StateNo = 300 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger19 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
ignorehitpause = 0

;---------------------------------------------------------------------------
;‰„‘ƒ‰ƒŠƒAƒbƒg
[State -1, Hebitsukai]
type = ChangeState
value = 1500
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = Command = "‰„‘ƒ‰ƒŠƒAƒbƒg1" || Command = "‰„‘ƒ‰ƒŠƒAƒbƒg2" || Command = "‰„‘ƒ‰ƒŠƒAƒbƒg3"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(4) < 1 || (var(36) = 1||var(36) = 2))
trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0)
trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger6 = StateNo = 230 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger7 = StateNo = 240 && (var(16) || animelemtime(3) < 0)
trigger8 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger9 = StateNo = 400
trigger10 = StateNo = 410 && (var(16) || animelemtime(3) < 0)
trigger11 = StateNo = 420 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 430 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 440 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 450 && (var(16) || animelemtime(3) < 0)
trigger15 = StateNo = 300 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger19 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
ignorehitpause = 0

;---------------------------------------------------------------------------
;ƒ~ƒJƒXƒ‰ƒbƒVƒ…
[State -1, Hebitsukai]
type = ChangeState
value = 1400
triggerall = !var(59)
triggerall = roundstate = 2
triggerall = Command = "ƒ~ƒJƒXƒ‰ƒbƒVƒ…1" || Command = "ƒ~ƒJƒXƒ‰ƒbƒVƒ…2" || Command = "ƒ~ƒJƒXƒ‰ƒbƒVƒ…3"
triggerall = statetype != A
trigger1 = ctrl || (stateno = 100 && animelemtime(2) >1) || stateno = 101 || stateno = 40 || (stateno = 52 && anim = 57 && time >= 2)
trigger2 = StateNo = 200 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger3 = StateNo = 210 && (var(16) || animelemtime(4) < 1 || (var(36) = 1||var(36) = 2))
trigger4 = StateNo = 220 && (var(16) || animelemtime(3) < 0)
trigger5 = StateNo = 221 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger6 = StateNo = 230 && (var(16) || animelemtime(4) < 0 || (var(36) = 1||var(36) = 2))
trigger7 = StateNo = 240 && (var(16) || animelemtime(3) < 0)
trigger8 = StateNo = 250 && (var(16) || animelemtime(3) < 0)
trigger9 = StateNo = 400
trigger10 = StateNo = 410 && (var(16) || animelemtime(3) < 0)
trigger11 = StateNo = 420 && (var(16) || animelemtime(3) < 0)
trigger12 = StateNo = 430 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger13 = StateNo = 440 && (var(16) || animelemtime(3) < 1 || (var(36) = 1||var(36) = 2))
trigger14 = StateNo = 450 && (var(16) || animelemtime(3) < 0)
trigger15 = StateNo = 300 && (var(16) || animelemtime(3) < 0 || (var(36) = 1||var(36) = 2))
trigger16 = (StateNo = [195,799]) && var(36) && var(16)
trigger17 = (StateNo = [1000,1099]) && var(36) && var(16)
trigger18 = (StateNo = [1400,2999]) && var(36) && var(16)
trigger19 = (StateNo = [3000,3099]) && (var(36) = 1||var(36) = 2) && var(5) = 1
trigger20 = StateNo = 3103 && animelemtime(6) > 0 && var(5) = 1
ignorehitpause = 0

    

Re: how do you change the commands for a characters moves?

 December 06, 2011, 04:02:32 am View in topic context
avatar  Posted by Son_munky  in how do you change the commands for a characters moves? (Started by Son_munky December 05, 2011, 06:32:26 am
 Board: M.U.G.E.N Development Help

thanks. I got the basics, but i need a little more help.
  first one is for "rock"
I see the first part I need to edit for "deadly Rave"
but I dont see the second part of it, The "finisher" per the movelist:
, DB, B, F, K                      - Deadly Rave (lvl2)
        - LP,LP,LK,LK,MP,MK,HP,HK, QCB+P     -Finisher.
Basically I want to take the finisher and just make it an autocombo as part of the deadly rave. rather than have to mess with all those buttons.

;-| Default Values |-------------------------------------------------------
[Defaults]
command.time = 20
command.buffer.time = 1

;-| 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 = "start"
command = s
time = 1

;-| Hold Dir |--------------------------------------------------------------

[Command]
name = "holdfwd"
command = /$F
time = 1

[Command]
name = "holdback"
command = /$B
time = 1

[Command]
name = "holdup"
command = /$U
time = 1

[Command]
name = "holddown"
command = /$D
time = 1

;-| Hold Button |----------------------------------------------------------

[Command]
name = "holda"
command = /a
time = 1

[Command]
name = "holdb"
command = /b
time = 1

[Command]
name = "holdc"
command = /c
time = 1

[Command]
name = "holdx"
command = /x
time = 1

[Command]
name = "holdy"
command = /y
time = 1

[Command]
name = "holdz"
command = /z
time = 1

[Command]
name = "holdstart"
command = /s
time = 1
;----------------------------------------------------------------------------
;============================ ADD COMMANDS FROM HERE ON =====================
;----------------------------------------------------------------------------

[Command]
name = "holdp"
command = /x
time = 1
[Command]
name = "holdp"
command = /y
time = 1
[Command]
name = "holdp"
command = /z
time = 1

;-| Super Motions |--------------------------------------------------------
;---------------------------------Ground supers--------------------------
;---------------------- Rising Beat -----------------------
[Command]
name = "DeadlyRave"
command = ~F, D, B, F, a+b
time = 25
buffer.time = 2
[Command]
name = "DeadlyRave"
command = ~D, DB, B, F, b+c
time = 25
buffer.time = 2
[Command]
name = "DeadlyRave"
command = ~D, DB, B, F, c+a
time = 25
buffer.time = 2

[Command]
name = "DeadlyRave"
command = ~F, D, B, F, ~a+b
time = 25
buffer.time = 2
[Command]
name = "DeadlyRave"
command = ~F, D, B, F, ~b+c
time = 25
buffer.time = 2
[Command]
name = "DeadlyRave"
command = ~F, D, B, F, ~c+a
time = 25
buffer.time = 2
;----------------------Power Stream -----------------------
[Command]
name = "PowerStream"
command = ~D, DB, B, F, x
time = 25
buffer.time = 2
[Command]
name = "PowerStream"
command = ~D, DB, B, F, y
time = 25
buffer.time = 2
[Command]
name = "PowerStream"
command = ~D, DB, B, F, z
time = 25
buffer.time = 2

[Command]
name = "PowerStream"
command = ~D, DB, B, F, ~x
time = 25
buffer.time = 2
[Command]
name = "PowerStream"
command = ~D, DB, B, F, ~y
time = 25
buffer.time = 2
[Command]
name = "PowerStream"
command = ~D, DB, B, F, ~z
time = 25
buffer.time = 2
;----------------------Power Hurricane-----------------------
[Command]
name = "PowerHurricane"
command = ~D, DB, B, D, DB, B, a
time = 25
buffer.time = 2
[Command]
name = "PowerHurricane"
command = ~D, DB, B, D, DB, B, b
time = 25
buffer.time = 2
[Command]
name = "PowerHurricane"
command = ~D, DB, B, D, DB, B, c
time = 25
buffer.time = 2

[Command]
name = "PowerHurricane"
command = ~D, DB, B, D, DB, B, ~a
time = 25
buffer.time = 2
[Command]
name = "PowerHurricane"
command = ~D, DB, B, D, DB, B, ~b
time = 25
buffer.time = 2
[Command]
name = "PowerHurricane"
command = ~D, DB, B, D, DB, B, ~c
time = 25
buffer.time = 2
;----------------------Raging Storm------------------------
[Command]
name = "RagingStorm"
command = ~D, DF, F, D, DF, F, x
time = 25
buffer.time = 2
[Command]
name = "RagingStorm"
command = ~D, DF, F, D, DF, F, y
time = 25
buffer.time = 2
[Command]
name = "RagingStorm"
command = ~D, DF, F, D, DF, F, z
time = 25
buffer.time = 2

[Command]
name = "RagingStorm"
command = ~D, DF, F, D, DF, F, ~x
time = 25
buffer.time = 2
[Command]
name = "RagingStorm"
command = ~D, DF, F, D, DF, F, ~y
time = 25
buffer.time = 2
[Command]
name = "RagingStorm"
command = ~D, DF, F, D, DF, F, ~z
time = 25
buffer.time = 2

[Command]
name ="EX-RagingStorm"
command = ~D, DF, F, D, DF, F, x+y
time = 25
buffer.time = 2
[Command]
name = "EX-RagingStorm"
command = ~D, DF, F, D, DF, F, y+z
time = 25
buffer.time = 2
[Command]
name = "EX-RagingStorm"
command = ~D, DF, F, D, DF, F, z+x
time = 25
buffer.time = 2
;-----------------------  Cursed Blood ----------------------------
[Command]
name = "CursedBlood"
command = ~D, DB, B, D, DB,  B, x
time = 25
buffer.time = 2
[Command]
name = "CursedBlood"
command = ~D, DB, B, D, DB,  B, y
time = 25
buffer.time = 2
[Command]
name = "CursedBlood"
command = ~D, DB, B, D, DB,  B, z
time = 25
buffer.time = 2

[Command]
name = "CursedBlood"
command = ~D, DB, B, D, DB,  B, ~x
time = 25
buffer.time = 2
[Command]
name = "CursedBlood"
command = ~D, DB, B, D, DB,  B, ~y
time = 25
buffer.time = 2
[Command]
name = "CursedBlood"
command = ~D, DB, B, D, DB,  B, ~z
time = 25
buffer.time = 2
;--------------- EX ----------------------------------
[Command]
name = "EX-CursedBlood"
command = ~D, F, D, F, x+y
time = 25
buffer.time = 2
[Command]
name = "EX-CursedBlood"
command = ~D, F, D, F, y+z
time = 25
buffer.time = 2
[Command]
name = "EX-CursedBlood"
command = ~D, F, D, F, x+z
time = 25
buffer.time = 2
;-----------------------  ShiningKnucle ----------------------------
[Command]
name = "ShiningKnuckle"
command = ~D, DF, F, D, DF, F, a
time = 25
buffer.time = 2
[Command]
name = "ShiningKnuckle"
command = ~D, DF, F, D, DF, F, b
time = 25
buffer.time = 2
[Command]
name = "ShiningKnuckle"
command = ~D, DF, F, D, DF, F, c
time = 25
buffer.time = 2

[Command]
name = "ShiningKnuckle"
command = ~D, DF, F, D, DF, F, ~a
time = 25
buffer.time = 2
[Command]
name = "ShiningKnuckle"
command = ~D, DF, F, D, DF, F, ~b
time = 25
buffer.time = 2
[Command]
name = "ShiningKnuckle"
command = ~D, DF, F, D, DF, F, ~c
time = 25
buffer.time = 2
;--------------- EX -----------------
[Command]
name = "EX-ShiningKnuckle"
command = ~D, DF, F, D, DF, F, a+b
time = 25
buffer.time = 2
[Command]
name = "EX-ShiningKnuckle"
command = ~D, DF, F, D, DF, F, b+c
time = 25
buffer.time = 2
[Command]
name = "EX-ShiningKnuckle"
command = ~D, DF, F, D, DF, F, c+a
time = 25
buffer.time = 2
;==========================Ex-Moves=========================
;----------------Ex-Crack Shoot------------------------
[Command]
name = "QCF_pp"
command = ~D, DF, F, x+y
buffer.time = 2
[Command]
name = "QCF_pp"
command = ~D, DF, F, x+z
buffer.time = 2
[Command]
name = "QCF_pp"
command = ~D, DF, F, y+z
buffer.time = 2
;----------------Ex-Burn knuckle-----------------------
[Command]
name = "QCB_pp"
command = ~D, DB, B, x+y
buffer.time = 2
[Command]
name = "QCB_pp"
command = ~D, DB, B, x+z
buffer.time = 2
[Command]
name = "QCB_pp"
command = ~D, DB, B, y+z
buffer.time = 2
;----------------Ex-Power Dunk-----------------------
[Command]
name = "DP_kk"
command = ~F, D, DF, a+b
buffer.time = 2
[Command]
name = "DP_kk"
command = ~F, D, DF, b+c
buffer.time = 2
[Command]
name = "DP_kk"
command = ~F, D, DF, a+c
buffer.time = 2
;----------------Ex-Rising Tackle-----------------------
[Command]
name = "DP_pp"
command = ~F, D, DF, x+y
buffer.time = 2
[Command]
name = "DP_pp"
command = ~F, D, DF, y+z
buffer.time = 2
[Command]
name = "DP_pp"
command = ~F, D, DF, x+z
buffer.time = 2
;----------------Ex-Back Kick------------------------
[Command]
name = "QCB_kk"
command = ~D, DB, B, a+b
buffer.time = 2
[Command]
name = "QCB_kk"
command = ~D, DB, B, b+c
buffer.time = 2
[Command]
name = "QCB_kk"
command = ~D, DB, B, a+c
buffer.time = 2
;----------------Ex-Power charge------------------------
[Command]
name = "QCF_kk"
command = ~D, DF, F, a+b
buffer.time = 2
[Command]
name = "QCF_kk"
command = ~D, DF, F, b+c
buffer.time = 2
[Command]
name = "QCF_kk"
command = ~D, DF, F, a+c
buffer.time = 2
;---------------- Ex-Power Kick ------------------------
[Command]
name = "BF_kk"
command = ~25$B, F, a+b
buffer.time = 2
[Command]
name = "BF_kk"
command = ~25$B, F, a+c
buffer.time = 2
[Command]
name = "BF_kk"
command = ~25$B, F, c+b
buffer.time = 2
;-| Special Motions |------------------------------------------------------
;------------------------Power Dunk-------------------
[Command]
name = "DP_a"
command = ~F, D, DF, a
buffer.time = 2
[Command]
name = "DP_b"
command = ~F, D, DF, b
buffer.time = 2
[Command]
name = "DP_c"
command = ~F, D, DF, c
buffer.time = 2

[Command]
name = "DP_a"
command = ~F, D, DF, ~a
buffer.time = 2
[Command]
name = "DP_b"
command = ~F, D, DF, ~b
buffer.time = 2
[Command]
name = "DP_c"
command = ~F, D, DF, ~c
buffer.time = 2
;------------------------Rising Tackle-------------------
[Command]
name = "DP_x"
command = ~F, D, DF, x
buffer.time = 2
[Command]
name = "DP_y"
command = ~F, D, DF, y
buffer.time = 2
[Command]
name = "DP_z"
command = ~F, D, DF, z
buffer.time = 2

[Command]
name = "DP_x"
command = ~F, D, DF, ~x
buffer.time = 2
[Command]
name = "DP_y"
command = ~F, D, DF, ~y
buffer.time = 2
[Command]
name = "DP_z"
command = ~F, D, DF, ~z
buffer.time = 2
;------------------------Crack Shoot---------------------
[Command]
name = "QCF_x"
command = ~D, DF, F, x
buffer.time = 2
[Command]
name = "QCF_y"
command = ~D, DF, F, y
buffer.time = 2
[Command]
name = "QCF_z"
command = ~D, DF, F, z
buffer.time = 2

[Command]
name = "QCF_x"
command = ~D, DF, F, ~x
buffer.time = 2
[Command]
name = "QCF_y"
command = ~D, DF, F, ~y
buffer.time = 2
[Command]
name = "QCF_z"
command = ~D, DF, F, ~z
buffer.time = 2
;------------------------Crack counter-------------------
[Command]
name = "QCF_a"
command = ~D, DF, F, a
buffer.time = 2
[Command]
name = "QCF_b"
command = ~D, DF, F, b
buffer.time = 2
[Command]
name = "QCF_c"
command = ~D, DF, F, c
buffer.time = 2

[Command]
name = "QCF_a"
command = ~D, DF, F, ~a
buffer.time = 2
[Command]
name = "QCF_b"
command = ~D, DF, F, ~b
buffer.time = 2
[Command]
name = "QCF_c"
command = ~D, DF, F, ~c
buffer.time = 2
;--------------------- Hard Edge ------------
[Command]
name = "QCB_x"
command = ~D, DB, B, x
buffer.time = 2
[Command]
name = "QCB_y"
command = ~D, DB, B, y
buffer.time = 2
[Command]
name = "QCB_z"
command = ~D, DB, B, z
buffer.time = 2

[Command]
name = "QCB_x"
command = ~D, DB, B, ~x
buffer.time = 2
[Command]
name = "QCB_y"
command = ~D, DB, B, ~y
buffer.time = 2
[Command]
name = "QCB_z"
command = ~D, DB, B, ~z
buffer.time = 2
;------------------ Back Kick------------------------
[Command]
name = "QCB_a"
command = ~D,DB,B, a
buffer.time = 2
[Command]
name = "QCB_b"
command = ~D,DB,B, b
buffer.time = 2
[Command]
name = "QCB_c"
command = ~D,DB,B, c
buffer.time = 2

[Command]
name = "QCB_a"
command = ~D,DB,B, ~a
buffer.time = 2
[Command]
name = "QCB_b"
command = ~D,DB,B, ~b
buffer.time = 2
[Command]
name = "QCB_c"
command = ~D,DB,B, ~c
buffer.time = 2
;----------------------------------------------------------------------
[Command]
name="shinku"
command=~$B,$D,$F,$U,x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$F,$U,$B,x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$U,$B,$D,x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$B,$D,$F,x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$D,$B,$U,x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$B,$U,$F,x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$B,$U,$F,$D,x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$F,$D,$B,x
time=32
buffer.time = 2

[Command]
name="shinku"
command=~$B,$D,$F,$U,y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$F,$U,$B,y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$U,$B,$D,y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$B,$D,$F,y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$D,$B,$U,y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$B,$U,$F,y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$B,$U,$F,$D,y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$F,$D,$B,y
time=32
buffer.time = 2

[Command]
name="shinku"
command=~$B,$D,$F,$U,z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$F,$U,$B,z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$U,$B,$D,z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$B,$D,$F,z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$D,$B,$U,z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$B,$U,$F,z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$B,$U,$F,$D,z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$F,$D,$B,z
time=32
buffer.time = 2

[Command]
name="shinku"
command=~$B,$D,$F,$U,~x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$F,$U,$B,~x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$U,$B,$D,~x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$B,$D,$F,~x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$D,$B,$U,~x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$B,$U,$F,~x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$B,$U,$F,$D,~x
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$F,$D,$B,~x
time=32
buffer.time = 2

[Command]
name="shinku"
command=~$B,$D,$F,$U,~y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$F,$U,$B,~y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$U,$B,$D,~y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$B,$D,$F,~y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$D,$B,$U,~y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$B,$U,$F,~y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$B,$U,$F,$D,~y
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$F,$D,$B,~y
time=32
buffer.time = 2

[Command]
name="shinku"
command=~$B,$D,$F,$U,~z
time=32
[Command]
name="shinku"
command=~$D,$F,$U,$B,~z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$U,$B,$D,~z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$B,$D,$F,~z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$F,$D,$B,$U,~z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$D,$B,$U,$F,~z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$B,$U,$F,$D,~z
time=32
buffer.time = 2
[Command]
name="shinku"
command=~$U,$F,$D,$B,~z
time=32
buffer.time = 2

[Command]
name = "braking"
command = x+y
time = 5
buffer.time = 2

[Command]
name = "braking"
command = y+z
time = 5
buffer.time = 2

[Command]
name = "braking"
command = z+x
time = 5
buffer.time = 2
;---------------- EX SHINKU
[Command]
name="EXshinku"
command=~$B,$D,$F,$U,x+y
time=32
buffer.time = 2

[Command]
name="EXshinku"
command=~$D,$F,$U,$B,x+y
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$F,$U,$B,$D,x+y
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$U,$B,$D,$F,x+y
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$F,$D,$B,$U,x+y
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$D,$B,$U,$F,x+y
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$B,$U,$F,$D,x+y
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$U,$F,$D,$B,x+y
time=32
buffer.time = 2

[Command]
name="EXshinku"
command=~$B,$D,$F,$U,x+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$D,$F,$U,$B,x+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$F,$U,$B,$D,x+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$U,$B,$D,$F,x+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$F,$D,$B,$U,x+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$D,$B,$U,$F,x+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$B,$U,$F,$D,x+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$U,$F,$D,$B,x+z
time=32
buffer.time = 2

[Command]
name="EXshinku"
command=~$B,$D,$F,$U,x+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$D,$F,$U,$B,y+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$F,$U,$B,$D,y+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$U,$B,$D,$F,y+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$F,$D,$B,$U,y+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$D,$B,$U,$F,y+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$B,$U,$F,$D,y+z
time=32
buffer.time = 2
[Command]
name="EXshinku"
command=~$U,$F,$D,$B,y+z
time=32
buffer.time = 2

;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"     ;Required (do not remove)
command = F, F
time = 10
buffer.time = 2
[Command]
name = "BB"     ;Required (do not remove)
command = B, B
time = 10
buffer.time = 2
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "recoverf"     ;Required (do not remove)
command = F, F
time = 20

[Command]
name = "recoverb"     ;Required (do not remove)
command = B, B
time = 20

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name="recovery"
command=a+x
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
;-------------------------------------------------
[Command]
name = "chargez";"chargey"
command = /y
time = 1

[Command]
name = "chargec";"chargeb"
command = /b
time = 1

[Command]
name = "focusy";"chargey"
command = /y;/y
time = 1

[Command]
name = "focusb";"chargeb"
command = /b;/b
time = 1
;-------------------------- Focus Dash ---------------
[Command]
name = "focusFF"
command = F, F
time = 30
buffer.time = 2
[Command]
name = "focusBB"
command = B, B
time = 30
buffer.time = 2

;Super Jump
;[Command]
;name = "superjump"
;command = $D, $U

;[Command]
;name = "superjump"
;command = ~D, U

[Command]
name = "superjump"
command = D, $U
time = 18

;[Command]
;name = "superjump"
;command = /D, U

;---------------------------------------------------------------------------
;Single direction
[Command]
name = "Up"
command = U
time = 1
[Command]
name = "Forward"
command = F
time = 1
[Command]
name = "Down"
command = D
time = 1
[Command]
name = "Back"
command = B
time = 1
;---------------------------------------------------------------
;relase direction
[Command]
name="rlsfwd"
command=~$F
time=1
[Command]
name="rlsback"
command=~$B
time=1
[Command]
name="rlsup"
command=~$U
time=1
[Command]
name="rlsdown"
command=~$D
time=1
;-----------------------------------------------------------------------
;relase button
[Command]
name="rlsx"
command=~x
time=1
[Command]
name="rlsy"
command=~y
time=1
[Command]
name="rlsz"
command=~z
time=1
[Command]
name="rlsa"
command=~a
time=1
[Command]
name="rlsb"
command=~b
time=1
[Command]
name="rlsc"
command=~c
time=1
;=========================================================================
;=========================================================================
[Statedef -1]

[State -1, AI Helper Check]
type = ChangeState
trigger1 = IsHelper(9741)
value = 9741

[State -1, AI Helper Check 2]
type = ChangeState
trigger1 = IsHelper(9742)
value = 9742

[State -1, Tick Fix]
type=ctrlset
triggerall= !ctrl
trigger1= (stateno=52 || stateno=105 || stateno=5120) && !animtime
trigger2= (stateno=[200,499]) && !animtime
trigger3= ((stateno=[4000,4020]) || (stateno=[700,701]) || ((stateno=760) && (statetype != A))) && !animtime
trigger4= (stateno=5001 || stateno=5011 || stateno=151 || stateno=153) && hitover
value=1

;===========================================================================
;---------------------------- AI --------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[State -1, Run/Dash Fwd]
type = ChangeState
value = 102
;triggerall = var(59)<1
triggerall = stateno !=[100,106]
trigger1 = command = "FF"
trigger1 = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Run Back]
type = ChangeState
value = 105
;triggerall = var(59)<1
triggerall = stateno !=[100,106]
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Taunt]
type = ChangeState
value = 195
;triggerall = var(59)<1
triggerall = command = "start"
trigger1 = statetype != A
trigger1 = ctrl
;--------------------------------------------------------------------------
[State -1, Focus Attack]
type = ChangeState
value = 790
triggerall = power = 9999
triggerall = var(59)<1
triggerall = roundstate = 2
triggerall = !var(20)
triggerall = (command = "y" && command = "b")
triggerall = statetype != A
triggerall = stateno != 790
trigger1 = ctrl
trigger2=(stateno=[1000,1999]) && movecontact  && (power >= 300)
trigger3=(stateno=[2000,2999]) && movecontact  && (power >= 300)
trigger4=(stateno=[1000,2999]) && (numhelper(1090)) && (power >= 300)
trigger4 =helper(1090),var(5) && (power >= 300)
trigger5=(stateno=[1000,2999]) && (numhelper(2090)) && (power >= 300)
trigger5 =helper(2090),var(5)
trigger6=(stateno=[200,499]) && movecontact  && (power >= 300)
;trigger6 = stateno = 3000 && (numhelper(3090)) && (power >= 300)
;trigger6 =helper(3090),var(5)
;trigger7 = stateno = 3500 && movecontact && (power >= 300)
;trigger8 = (stateno = [3100,3101]) && movecontact && (power >= 300)
;---------------------------------------------------------------------------
[State -1, Focus Dash Fwd]
type = ChangeState
value = 793
;triggerall = var(59)<1
triggerall = (stateno = [790,791]) && ((command = "focusy" && command = "focusb")) || ((stateno = 792) && movecontact)
trigger1 = command = "focusFF"
;trigger1 = statetype = S
;trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Focus Dash Back]
type = ChangeState
value = 794
;triggerall = var(59)<1
triggerall = (stateno = [790,791]) && ((command = "focusy" && command = "focusb")) || ((stateno = 792) && movecontact)
trigger1 = command = "focusBB"
;trigger1 = statetype = S
;trigger1 = ctrl
;--------------------------------------------------------------------------
[State -1, Power Charge]
type = ChangeState
value = 780
;triggerall = var(59)<1
triggerall = roundstate = 2
triggerall = power < 3000
triggerall = !var(20)
triggerall = (command = "chargez" && command = "chargec");(command = "chargey" && command = "chargeb")
trigger1 = statetype != A
trigger1 = stateno != 780
trigger1 = ctrl ;|| (stateno = 100 && animelemtime(2) >1) || stateno = 101
;---------------------------------------------------------------------------
;Throw
[State -1, Guard Counter Forward]
type = ChangeState
value = 750
;triggerall=var(59)<1
triggerall = command = "b" && command = "y" && command = "holdfwd"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = power >= 1000
trigger1=stateno=150||stateno=152
;---------------------------------------------------------------------------
;Throw
[State -1, Guard Counter Back]
type = ChangeState
triggerall = power = 9998
value = 750
;triggerall=var(59)<1
triggerall = command = "b" && command = "y" && command = "holdback"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = power >= 1000
trigger1=stateno=150||stateno=152
;---------------------------------------------------------------------------
;Throw
[State -1, Guard Roll Forward]
type = ChangeState
triggerall = power = 9999
value = 710
;triggerall=var(59)<1
triggerall = command = "x" && command = "a" && command = "holdfwd"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = power >= 1000
trigger1=stateno=150||stateno=152
;---------------------------------------------------------------------------
;Throw
[State -1, Guard Roll Back]
type = ChangeState
triggerall = power = 9999
value = 711
;triggerall=var(59)<1
triggerall = command = "x" && command = "a" && command = "holdback"
triggerall = statetype = S
triggerall = stateno != 100
triggerall = power >= 1000
trigger1=stateno=150||stateno=152
;===========================================================================
[State -1, Custom Combo]
type=changestate
triggerall=power=9999
value=760
triggerall=var(59)<=0
trigger1 = stateno !=780
trigger1=  command = "c" && command = "z"
trigger1= roundstate=2 && power>=1000 && !var(20)
trigger1= ctrl
;---------------------------------------------------------------------------
;Throw
[State -1, Dodge forward]
type = ChangeState
triggerall = power = 9998
value = 700
;triggerall=var(59)<1
triggerall = command = "x" && command = "a" && command = "holdfwd"
triggerall = statetype = S
triggerall = numexplod(700)=0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Throw
[State -1, Dodge back]
type = ChangeState
triggerall = power = 9998
value = 701
;triggerall=var(59)<1
triggerall = command = "x" && command = "a" && command = "holdback"
triggerall = statetype = S
triggerall = numexplod(700)=0
trigger1 = ctrl
;---------------------------------------------------------------------------
;Throw
[State -1, Sidestep]
type = ChangeState
value = 730
;triggerall=var(59)<1
triggerall = command = "x" && command = "a"
triggerall = statetype = S
triggerall = numexplod(700)=0
trigger1 = ctrl
;---------------------------------------------------------------------------
[State -1, Sidestep follow Punch]
type = ChangeState
value = 731
;triggerall=var(59)<1
triggerall = command = "x" || command = "y" || command = "z"
triggerall = statetype != A
trigger1 = StateNo = 730 && Time =[14,24]
;---------------------------------------------------------------------------
[State -1, Sidestep follow Kick]
type = ChangeState
value = 732
;triggerall=var(59)<1
triggerall = command = "a" || command = "b" || command = "c"
triggerall = statetype != A
trigger1 = StateNo = 730 && Time =[14,24]
;---------------------------------------------------------------------------
;===========================================================================
;-----------------------------Super Attacks-------------------------------
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Deadly Rave]
type = ChangeState
value = 3100
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "DeadlyRave"
triggerall = power >=2000
triggerall = var(20) <=0
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
trigger4=(stateno=[1000,2999]) && (numhelper(1090))
trigger4 =helper(1090),var(5)
trigger5=(stateno=[2000,2999]) && movecontact
trigger6=(stateno=[1000,2999]) && (numhelper(2090))
trigger6 =helper(2090),var(5)
;---------------------------------------------------------------------------
[State -1, Cursed Blood]
type = ChangeState
value = 3300
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "CursedBlood"
triggerall = power >=3000
triggerall = var(20) <=0
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
trigger4=(stateno=[1000,2999]) && (numhelper(1090))
trigger4 =helper(1090),var(5)
trigger4=(stateno=[2000,2999]) && movecontact
;---------------------------------------------------------------------------
[State -1, EX-Raging Storm]
type = ChangeState
value = 3050
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "EX-RagingStorm"
triggerall = power >=2000
triggerall = var(20) <=0
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
trigger4=(stateno=[1000,2999]) && (numhelper(1090))
trigger4 =helper(1090),var(5)
trigger5=(stateno=[2000,2999]) && movecontact
trigger6=(stateno=[1000,2999]) && (numhelper(2090))
trigger6 =helper(2090),var(5)
trigger7=(stateno=[3200,3251]) && movecontact
;---------------------------------------------------------------------------
[State -1, EX-ShiningKnuckle]
type = ChangeState
value = 3250
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "EX-ShiningKnuckle"
triggerall = power >=2000
triggerall = var(20) <=0
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
trigger4=(stateno=[1000,2999]) && (numhelper(1090))
trigger4 =helper(1090),var(5)
trigger5=(stateno=[2000,2999]) && movecontact
trigger6=(stateno=[1000,2999]) && (numhelper(2090))
trigger6 =helper(2090),var(5)
trigger7=(stateno=[3000,3050]) && movecontact
;---------------------------------------------------------------------------
;[State -1, Power Hurricane]
;type = ChangeState
;value = 3500
;triggerall=var(59)<1
;triggerall = Statetype != A
;triggerall = command = "PowerHurricane"
;triggerall = (power >=1000) || (var(20)>0)
;trigger1 = ctrl
;trigger2=(stateno=[200,499]) && movecontact
;trigger3=(stateno=[1000,1999]) && movecontact
;trigger4=(stateno=[1000,2999]) && (numhelper(1090))
;trigger4 =helper(1090),var(5)
;trigger5=(stateno=[2000,2999]) && movecontact
;trigger6=(stateno=[1000,2999]) && (numhelper(2090))
;trigger6 =helper(2090),var(5)
;---------------------------------------------------------------------------
[State -1, Shining Knuckle]
type = ChangeState
value = 3200
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "ShiningKnuckle"
triggerall = (power >=1000) || (var(20)>0)
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
trigger4=(stateno=[1000,2999]) && (numhelper(1090))
trigger4 =helper(1090),var(5)
trigger5=(stateno=[2000,2999]) && movecontact
trigger6=(stateno=[1000,2999]) && (numhelper(2090))
trigger6 =helper(2090),var(5)
trigger7=(stateno=[3000,3050]) && movecontact
;---------------------------------------------------------------------------
[State -1, Raging Storm]
type = ChangeState
value = 3000
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "RagingStorm"
triggerall = (power >=1000) || (var(20)>0)
trigger1 = ctrl
trigger2=(stateno=[200,499]) && movecontact
trigger3=(stateno=[1000,1999]) && movecontact
trigger4=(stateno=[1000,2999]) && (numhelper(1090))
trigger4 =helper(1090),var(5)
trigger5=(stateno=[2000,2999]) && movecontact
trigger6=(stateno=[1000,2999]) && (numhelper(2090))
trigger6 =helper(2090),var(5)
trigger7=(stateno=[3200,3251]) && movecontact
;===========================================================================
;-----------------------------EX Attacks-------------------------------
;===========================================================================
;---------------------------------------------------------------------------
[State -1, EX-Shinku Nage]
type = ChangeState
value = 2500
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "EXshinku"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
;trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, EX-Rising Tackle]
type = ChangeState
value = 2400
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "DP_pp"
triggerall=power>=500
triggerall = var(20) <=0
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
;---------------------------------------------------------------------------
[State -1, EX-Repuuken]
type = ChangeState
value = 2000
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "QCF_pp"
triggerall = power>=500
triggerall = var(20) <=0
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
;---------------------------------------------------------------------------
[State -1, EX-Hard Edge]
type = ChangeState
value = 2100
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_pp"
triggerall = power>=500
triggerall = var(20) <=0
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
;---------------------------------------------------------------------------
[State -1, EX-Rage Run]
type = ChangeState
value = 2200
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_kk"
triggerall=power>=500
triggerall = var(20) <=0
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
;---------------------------------------------------------------------------
[State -1, EX-Crack Counter]
type = ChangeState
value = 2300
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "QCF_kk"
triggerall=power>=500
triggerall = var(20) <=0
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
;===========================================================================
;-----------------------------Special Attacks-------------------------------
;===========================================================================
;---------------------------------------------------------------------------
[State -1, Shinku Nage]
type = ChangeState
value = 1500
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "shinku"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
;trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Rising Tackle1]
type = ChangeState
value = 1400
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "DP_x"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Rising Tackle2]
type = ChangeState
value = 1410
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "DP_y"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Rising Tackle3]
type = ChangeState
value = 1420
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "DP_z"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Hard Edge1]
type = ChangeState
value = 1100
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_x"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Hard Edge2]
type = ChangeState
value = 1110
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_y"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Hard Edge3]
type = ChangeState
value = 1120
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_z"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Rage Run]
type = ChangeState
value = 1200
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "QCB_a"  || command = "QCB_b" || command = "QCB_c"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Crack Counter]
type = ChangeState
value = 1300
;triggerall=var(59)<1
triggerall = Statetype != A
triggerall = command = "QCF_a"  || command = "QCF_b" || command = "QCF_c"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Repuuken]
type = ChangeState
value = 1000
;triggerall=var(59)<1
triggerall = (numhelper(1090)=0) || var(12) || var(21)
triggerall = Statetype != A
triggerall = command = "QCF_x"||command = "QCF_y"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Double Repuuken]
type = ChangeState
value = 1050
;triggerall=var(59)<1
triggerall = (numhelper(1090)=0) || var(12) || var(21)
triggerall = Statetype != A
triggerall = command = "QCF_z"
trigger1 = ctrl
trigger2=(stateno=[200,449]) && movecontact
trigger3 = var(21)
;---------------------------------------------------------------------------
;Throw
[State -1, Throw kicks]
type = ChangeState
value = 820
;triggerall=var(59)<1
triggerall = (command = "a" && command = "b")  ||   (command = "b" && command = "c") || (command = "a" && command = "c")
triggerall = statetype = S
triggerall = (command = "holdfwd"  ||  command = "holdback")
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2dist x <=60
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
;Throw
[State -1, Throw punches]
type = ChangeState
value = 800
;triggerall=var(59)<1
triggerall = (command = "x" && command = "y")  ||   (command = "y" && command = "z") || (command = "x" && command = "z")
triggerall = (command = "holdfwd"  ||  command = "holdback")
triggerall = statetype = S
triggerall = ctrl
triggerall = stateno != 100
triggerall = p2dist x <=60
trigger1 = (p2statetype = S) || (p2statetype = C)
trigger1 = p2movetype != H
;---------------------------------------------------------------------------
[State -1, Close Stand Light Punch]
type = ChangeState
value = 205
;triggerall=var(59)<1
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = P2BodyDist X = [-20,20]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=200||stateno=205||stateno=400||stateno=430)&&time>4
trigger3 = var(21)
;---------------------------------------------------------------------------
[State -1, Stand Light Punch]
type = ChangeState
value = 200
;triggerall=var(59)<1
triggerall = command = "x"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=200||stateno=205||stateno=400||stateno=430)&&time>4
trigger3 = var(21)
;---------------------------------------------------------------------------

[State -1, Close Stand Medium Punch]
type = ChangeState
value = 215
;triggerall=var(59)<1
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = P2BodyDist X = [-20,20]
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
;triggerall=var(59)<1
triggerall = command = "y"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
[State -1,Close Stand Strong Punch]
type = ChangeState
value = 225
;triggerall=var(59)<1
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = P2BodyDist X = [-20,20]
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
;triggerall=var(59)<1
triggerall = command = "z"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
;triggerall=var(59)<1
triggerall = command = "a"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
[State -1, Overhead Kick]
type = ChangeState
value = 300
;triggerall=var(59)<1
triggerall = command = "b"
triggerall = command != "holddown" && Command = "holdfwd"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1,Close Standing Medium Kick]
type = ChangeState
value = 245
;triggerall=var(59)<1
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype != A
triggerall = P2BodyDist X = [-20,20]
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
;triggerall=var(59)<1
triggerall = command = "b"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
[State -1,Close Standing Strong Kick]]
type = ChangeState
value = 255
triggerall=var(59)<1
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = P2BodyDist X = [-20,20]
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
;triggerall=var(59)<1
triggerall = command = "c"
triggerall = command != "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
[State -1, Crouching Light Punch]
type = ChangeState
value = 400
;triggerall=var(59)<1
triggerall = command = "x"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=200||stateno=205||stateno=400||stateno=430)&&time>4
trigger3 = var(21)
;---------------------------------------------------------------------------
; Crouching Medium Punch
[State -1, Crouching Medium Punch]
type = ChangeState
value = 410
;triggerall=var(59)<1
triggerall = command = "y"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
[State -1, Crouching Strong Punch]
type = ChangeState
value = 420
;triggerall=var(59)<1
triggerall = command = "z"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
trigger3 = stateno = 440 && movecontact
;---------------------------------------------------------------------------
; Crouching Light Kick
[State -1, Crouching Light Kick]
type = ChangeState
value = 430
;triggerall=var(59)<1
triggerall = command = "a"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = (stateno=200||stateno=205||stateno=400||stateno=430)&&time>4
trigger3 = var(21)
;---------------------------------------------------------------------------
; Crouching Medium Kick
[State -1, Crouching Medium Kick]
type = ChangeState
value = 440
;triggerall=var(59)<1
triggerall = command = "b"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Crouching Strong Kick
[State -1, Crouching Strong Kick]
type = ChangeState
value = 450
;triggerall=var(59)<1
triggerall = command = "c"
triggerall = command = "holddown"
triggerall = statetype != A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
;triggerall=var(59)<1
triggerall = command = "x"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
;triggerall=var(59)<1
triggerall = command = "y"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
;triggerall=var(59)<1
triggerall = command = "z"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
;triggerall=var(59)<1
triggerall = command = "a"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
;triggerall=var(59)<1
triggerall = command = "b"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(21)
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
;triggerall=var(59)<1
triggerall = command = "c"
triggerall = statetype = A
trigger1 = ctrl
trigger2 = var(21)


    

Re: how do you change the commands for a characters moves?

 December 05, 2011, 09:27:05 am View in topic context
avatar  Posted by Son_munky  in how do you change the commands for a characters moves? (Started by Son_munky December 05, 2011, 06:32:26 am
 Board: M.U.G.E.N Development Help

so i assume that the files in the character folder are what I am looking for?
But, I also assume that the file in the folder is the " windows command script". when I try to open that, it shows a flash of a window on the pc and then closes itself again.

all other files I have looked through in the character are just command lines and velocities.
    

how do you change the commands for a characters moves?

 December 05, 2011, 06:32:26 am View in topic context
avatar  Posted by Son_munky  in how do you change the commands for a characters moves? (Started by Son_munky December 05, 2011, 06:32:26 am
 Board: M.U.G.E.N Development Help

I have two characters that i would like to make more "keyboard" friendly with their supers. The current commands are 360 and 540, that really sucks to try to do on a keypad.
    

Re: Can somone please turn this to a full sprite sheet of vega for me please?

 December 01, 2011, 03:33:38 am View in topic context
avatar  Posted by Son_munky  in Can somone please turn this to a full sprite sheet of vega for me please? (Started by Son_munky November 30, 2011, 03:38:13 am
 Board: Graphics

^ truth....but sad.
    

Re: Can somone please turn this to a full sprite sheet of vega for me please?

 December 01, 2011, 01:58:52 am View in topic context
avatar  Posted by Son_munky  in Can somone please turn this to a full sprite sheet of vega for me please? (Started by Son_munky November 30, 2011, 03:38:13 am
 Board: Graphics

I understand the effort. I know its going to take A LOT.
again, I dont JUST do shading.....
I get that no one "really" wants to do this. But i was hoping that in the spirits of a full game, that someone would want to help for the sake of having a good mugen game in a different style that we all could enjoi.

Guell ill go over to deviant and see if anyone is up to the task....
    

Re: Can somone please turn this to a full sprite sheet of vega for me please?

 December 01, 2011, 12:53:42 am View in topic context
avatar  Posted by Son_munky  in Can somone please turn this to a full sprite sheet of vega for me please? (Started by Son_munky November 30, 2011, 03:38:13 am
 Board: Graphics

Ummm. look at the first three in the Zangief sheet i posted. I'm editing in gimp. but its not only shading I have done on Zangief. and I KNOW you can't do that as well as I can!

Again... I see your an ass-hat for not paying attention. I am doing basic sprites and cleaning up sprite sheets. Im not big on the artist side so I don't want to ruin it knowing that someone else could do it better. Yeah I know there are 9...I CAN count...
How does asking someone to make a sprite sheet. no shading, no coloring, just taking the 9 existing poses and turning them into a sheet of moves, SO I, ME, MYSELF can take them, color them, edit as need be, add effects, and then send them to my coder. But no....I'm not doing anything myself..... DICK!

and KID? I almost guarantee Im older than both of you.

If you dont want to make the sheets, or find someone to make them, the why did you even come in here and post in the first place? And then turn around and proceed to talk about age? when you acted as a kid from the getgo?
    

Re: Can somone please turn this to a full sprite sheet of vega for me please?

 November 30, 2011, 10:06:34 am View in topic context
avatar  Posted by Son_munky  in Can somone please turn this to a full sprite sheet of vega for me please? (Started by Son_munky November 30, 2011, 03:38:13 am
 Board: Graphics

I guess you missed the sprite sheet I posted?
  I AM learning...Basic things bit by bit. But some things I just can not do as good as other people.
I have a coder....Have always HAD a coder. I was not asking for a coder because I didn't have one. I was asking for ANOTHER coder, because I wanted different characters to be oppositely balanced. Also, time is of the essence. I have multiple sheets I am shading, correcting, editing etc etc... so some help to speed the whole thing along would be nice.

also this isnt "sprites" section, or at least I didn't think it was. I thought this was "graphics" section?

...oh and  READ?
    

Re: Can somone please turn this to a full sprite sheet of vega for me please?

 November 30, 2011, 08:22:50 am View in topic context
avatar  Posted by Son_munky  in Can somone please turn this to a full sprite sheet of vega for me please? (Started by Son_munky November 30, 2011, 03:38:13 am
 Board: Graphics

just a full vega sprite sheet to be made into a character.

I got pallets covered ;-)

cant figure out how to add attachmets so ill upload the crappy version.

    

Re: Can somone please turn this to a full sprite sheet of vega for me please?

 November 30, 2011, 05:20:51 am View in topic context
avatar  Posted by Son_munky  in Can somone please turn this to a full sprite sheet of vega for me please? (Started by Son_munky November 30, 2011, 03:38:13 am
 Board: Graphics

ill make it look all nice like!!
    

Can somone please turn this to a full sprite sheet of vega for me please?

 November 30, 2011, 03:38:13 am View in topic context
avatar  Posted by Son_munky  in Can somone please turn this to a full sprite sheet of vega for me please? (Started by Son_munky November 30, 2011, 03:38:13 am
 Board: Graphics

thanks!!

    

Re: Rumble Pack!

 November 15, 2011, 05:46:59 am View in topic context
avatar  Posted by Son_munky  in Rumble Pack! (Started by Liero June 20, 2011, 10:51:58 pm
 Board: Your Releases, Mugen 1.0 +

I actually like everything about it.
the music is kinda hypo aggressive wich is awesome since im usually prone to dubstep.

If I had to pick apart anything on this game I would have to suggest switch to three gradient shading instead of two. Itll bring more definition out of the characters.

also.....a monkey like character with a sledgehammer....that is all!
    

pocket sprites

 November 14, 2011, 11:00:34 pm View in topic context
avatar  Posted by Son_munky  in pocket sprites (Started by Son_munky November 14, 2011, 11:00:34 pm
 Board: Development Resources

Im looking for some more pocket sprite sheets to begin recoloring and  shading.

so far I have:

Akuma
BB Hood
Billy Kane
M.Bison
Chris KOF
Chun Li
Dan
Evil Ryu
Felicia
Geese
Gile
Joe Higashi
Kyo
Mai
Morrigan
Nakoruru
Rick Stroud
Rugal
Sakura
sean
Shermi
shiki
terry
whip
XiangFei
Yamazaki
Yashirio
Yuri
Zangief

Im looking to do more.
    

Re: need: a coder. background maker. A.I coder(?) please

 November 14, 2011, 10:51:24 pm View in topic context
avatar  Posted by Son_munky  in need: a coder. background maker. A.I coder(?) please (Started by Son_munky November 09, 2011, 06:46:28 pm
 Board: Development Resources

nobody wants to help?

this could be a fun little project!
    

Re: anyone has effects that look like this?

 November 09, 2011, 11:32:09 pm View in topic context
avatar  Posted by Son_munky  in anyone has effects that look like this? (Started by sgn15 October 28, 2011, 08:57:44 am
 Board: Development Resources

give me an idea of what perspective you need it in and how big you need it and i can recreate it.
    

need: a coder. background maker. A.I coder(?) please

 November 09, 2011, 06:46:28 pm View in topic context
avatar  Posted by Son_munky  in need: a coder. background maker. A.I coder(?) please (Started by Son_munky November 09, 2011, 06:46:28 pm
 Board: Development Resources

Forgive me if this is the wrong section, Sorry.

I need a second coder for some characters I'm reshading.  I have one coder who im doing shading for, but I would like another coder to do the badguys and some other misc characters. I need it to be precise coding
 Im working towards a full game, but wont be able to until I find someone to do some backgrounds as well. Got a music selection lined up already!!

Anyways, if you can help please do. Also, if you know where to find pocket sprite sheets outside of the two well known places that would help too.  I need "The Last Blade" pocket sprites and "Samurai showdown" pocket sprites.

Thanks.
    

Re: Can someone elaborate on this shading method for me please?

 September 02, 2011, 07:54:39 am View in topic context
avatar  Posted by Son_munky  in Can someone elaborate on this shading method for me please? (Started by Son_munky September 01, 2011, 03:46:27 am
 Board: Graphics

I'm working withhuman on a project! I think the Virgo in me just caused me to overcomplicate stuff. I've started now and it's a lot easier than I made it out to be. But it's really time consuming to edit and shade a whole sprite sheet...
    

Re: Can someone elaborate on this shading method for me please?

 September 01, 2011, 03:51:53 am View in topic context
avatar  Posted by Son_munky  in Can someone elaborate on this shading method for me please? (Started by Son_munky September 01, 2011, 03:46:27 am
 Board: Graphics

I think i kinda get it.
But by level 1 2 and three colors does he mean "layers"?

on the last pic, i take it that thats custom shading and such?


And last but not least: On a sprite sheet, do i Have to do this on every single image on the sheet or is there a program to mass reproduce the colors?


*ps using gimp, unless there is a reason to use FF over it for shading.
    

Can someone elaborate on this shading method for me please?

 September 01, 2011, 03:46:27 am View in topic context
avatar  Posted by Son_munky  in Can someone elaborate on this shading method for me please? (Started by Son_munky September 01, 2011, 03:46:27 am
 Board: Graphics




This is small tutorial explaining how edit SvC:MotM sprites that they fit into tKoP:

 There are 5 steps;

.Step I:  Remove background, separate stance sprites from all other sprites.

.Step II: Remove black-only areas (look at Iori's Shoes or his sleaves on pick 1 & 2).

.Step III: Add 1st level colours, ussualy I open someones else character (CvsIori in this case), take printscreen of first sprite & paste that shot in Gimp. Also add details (Look at Iori's pants).

.Step IV: Add 3rd level colours.

.Step V: Add 2nd level colours.

Shading rules: Make 3rd lvl shades always 2 pix from internal black line, the same with 2nd lvl shades, but in this case only from 3rd lvl shade line, at the end edit their shape that they'll look good.