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changing Character Command Buttons in Mugen (Read 16467 times)

Started by mikeoliver1313, May 12, 2009, 06:36:26 am
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changing Character Command Buttons in Mugen
#1  May 12, 2009, 06:36:26 am
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My son and my self love this game and play it alot. But my son(8) can not do some of the supermoves cause its do hard for him. so my question is how do i change the Character Command Buttons in Mugen. example lets say my son is using superman the heat vison is D,DF,F, a. but is there a way to make it easyer for my son like lets say just press Button a. thanks for any help
Re: changing Character Command Buttons in Mugen
#2  May 12, 2009, 06:52:58 am
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Open the character's CMD file, and change the commands listed there. It's pretty simple. ;)

Kudos on being a cool dad.
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Re: changing Character Command Buttons in Mugen
#3  May 12, 2009, 08:32:10 am
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Thanks and  i dont mean  to be a pain but i did that and nothing changed so i will copy and pasta a before and after cmd. file to show you maybe you can show me were i  have went wrong. The moves in question are in red. thanks alot

Before
; -| CPU Commands |------

[Command]
name = "IA1"
command = D, D, U, U, D, U
time = 1

[Command]
name = "IA2"
command = D, U, U, D, D, U
time = 1

[Command]
name = "IA3"
command = D, D, D, U, U, U
time = 1

;---------------------------------
[Command]
name = "Flight attack"
command = ~20$B, F, z

[Command]
name = "QCB2_X"
command = ~D, DB, B, y+z
time = 22

[Command]
name = "doublepunch"
command = F+z
time = 22


[Command]
name = "QCB2_Y"
command = ~D, DB, B, b+c
time = 22


[Command]
name = "QCB2_Z"
command = ~D, DB, B, z+c
time = 22


[Command]
name = "QCF2_X"
command = ~D, DF, F, D, DF, F, x
time = 22


[Command]
name = "QCF2_Y"
command = ~D, DF, F, y+x
time = 22


[Command]
name = "QCF2_Z"
command = ~D, DF, F, z+y
time = 22


[Command]
name = "QCF2_K"
command = ~D, DF, F, D, DF, F, a
time = 22


[Command]
name = "QCF2_K"
command = ~D, DF, F, b+a
time = 22


[Command]
name = "QCF2_K"
command = ~D, DF, F, c+b
time = 22

[Command]
name = "QCF2_P"
command = ~D, DF, F, z+y
time = 22


[Command]
name = "QCF2_P"
command = ~D, DF, F, D, DF, F, y+x
time = 22


[Command]
name = "QCF2_P"
command = ~D, DF, F, D, DF, F, z+y
time = 22

[Command]
name = "Amalgam"
command = ~D, DF, F, z+c
time = 25

[Command]
name = "2_Kick"
command = a+b

[Command]
name = "QCB_A"
command = ~D, DB, B, a


[Command]
name = "QCB_B"
command = ~D, DB, B, b


[Command]
name = "QCB_C"
command = ~D, DB, B, c


[Command]
name = "HCB_A"
command = ~D, DF, F, a


[Command]
name = "HCB_B"
command = ~D, DF, F, b


[Command]
name = "HCB_C"
command = ~D, DF, F, c


[Command]
name = "HCF_X"
command = ~D, DF, F, x
time = 25


[Command]
name = "HCF_Y"
command = ~D, DF, F, y
time = 25


[Command]
name = "HCF_Z"
command = ~D, DF, F, z
time = 25

[Command]
name = "Slide_Punch_Z"
command = ~30$B, F, z
time = 10

[Command]
name = "Slide_Kick_C"
command = ~30$B, F, c
time = 10

[Command]
name = "Freeze_X"
command = ~D, DB, B, x
time = 15

[Command]
name = "Freeze_Y"
command = ~D, DB, B, y
time = 15

[Command]
name = "Freeze_Z"
command = ~D, DB, B, z
time = 15

[Command]
name = "Impact"
command = U, x

[Command]
name = "Impact"
command = U, y

[Command]
name = "Impact"
command = U, z

[Command]
name = "DRILL_A"
command = ~D, DB, B, a

[Command]
name = "DRILL_B"
command = ~D, DB, B, b

[Command]
name = "DRILL_C"
command = ~D, DB, B, c

[Command]
name = "Helper1"
command = a+x
time = 1

[Command]
name = "Helper2"
command = D+b
time = 1

[Command]
name = "S_Helper"
command = z+c 
time = 1

[Command]
name = "QCF_X"
command = ~D, DB, B, x

[Command]
name = "QCF_Y"
command = ~D, DB, B, y

[Command]
name = "QCF_Z"
command = ~D, DB, B, z


[Command]
name = "FF"
command = F, F
time = 10

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


[Command]
name = "recovery"
command = a+b
time = 1

[Command]
name = "ab"
command = a+b
time = 1

[Command]
name = "zc"
command = z+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 = "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_y"
command = /F,y
time = 1


[Command]
name = "fwd_z"
command = /F,z
time = 1


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


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


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


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


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


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


[Command]
name = "s"
command = s
time = 1


[Command]
name = "SuperJump"
command = ~D, U
time = 10


[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 = "holdx"
command = /$x
time = 10

[Command]
name = "holdy"
command = /$y
time = 10



;------------------------------------------------
[Statedef -1]
[State -1,78]
Type = Changestate
value = 50000
triggerall = command = "Flight attack"
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,78]
Type = Changestate
value = 50001
triggerall = command = "Flight attack"
trigger1 = var(3) = 0
trigger1 = statetype = A
trigger1 = Var(1) = 0
trigger1 = ctrl = 1
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 410 && MoveContact
trigger4 = stateno = 420 && MoveContact
trigger5 = stateno = 430 && MoveContact
trigger6 = stateno = 440 && MoveContact

[State -1,-1]
type = NotHitBy
triggerall = IsHelper = 0
trigger1 = Var(1) > 0
value = SCA, HTP


[State -1,0]
type = VarAdd
trigger1 = Var(1) > 0
V = 1
value = -1


[State -1,1]
type = VarAdd
trigger1 = Var(5) > 0
V = 5
value = -1


[State -1,2]
type = VarSet
triggerall = P2StateNo = 1080
trigger1 = NumHelper(040) = 1
trigger2 = NumHelper(050) = 1
trigger3 = NumHelper(060) = 1
trigger4 = NumHelper(070) = 1
V = 3
Value = 1


[State -1,3]
type = VarSet
triggerall = Var(3) = 1
trigger1 = NumHelper(040) = 0
trigger1 = NumHelper(050) = 0
trigger1 = NumHelper(060) = 0
trigger1 = NumHelper(070) = 0
V = 3
Value = 0


[State -1,4]
type = VarAdd
trigger1 = Var(4) > 0
V = 4
value = -1



[State -1,5]
type = ChangeState
value = 3001
trigger1 = command = "QCB2_Z"
trigger1 = power = 3000 ;Level 3
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,6]
type = ChangeState
value = 71001
trigger1 = command = "QCB2_Z"
trigger1 = power >= 3000 ;Level 2
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,7]
type = ChangeState
value = 3011
trigger1 = command = "QCB2_X"
trigger1 = power >= 1000 ;Level 1
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,8]
type = ChangeState
value = 741
trigger1 = command = "QCB2_X"
trigger1 = power >= 1000 ;Level 1
trigger1 = statetype = A
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,9]
type = ChangeState
value = 7001
trigger1 = command = "QCB2_Y"
trigger1 = power >= 2000 ;Level 2
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,10]
type = ChangeState
value = 31142
trigger1 = command = "QCB2_Y"
trigger1 = power >= 2000 ;Level 2
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,11]
type = Changestate
value = 31009
triggerall = command = "QCF2_X"
triggerall = power >= 1000 ;Level 1
triggerall = statetype != A
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,12]
type = Changestate
value = 31135
triggerall = command = "QCF2_X"
triggerall = power >= 1000 ;Level 1
triggerall = statetype != A
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,13]
type = ChangeState
value = 31008
triggerall = command = "QCF2_Z"
triggerall = power >= 3000 ;Level 3
triggerall = statetype != A
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,14]
type = ChangeState
value = 31136
triggerall = command = "QCF2_Z"
triggerall = power >= 3000 ;Level 3
triggerall = statetype != A
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,15]
type = ChangeState
value = 3100
triggerall = command = "QCF2_Y"
triggerall = power >= 2000 ;Level 2
triggerall = statetype != A
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,16]
type = ChangeState
value = 31137
triggerall = command = "QCF2_Y"
triggerall = power >= 2000 ;Level 2
triggerall = statetype != A
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = ctrl = 1



[State -1,17]
type = ChangeState
value = 3200
triggerall = command = "QCF2_K"
triggerall = power >= 1000 ;Level 1
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,18]
type = ChangeState
value = 31130
triggerall = command = "QCF2_K"
triggerall = power >= 1000 ;Level 1
triggerall = var(3) != 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,19]
type = ChangeState
value = 3204
triggerall = command = "QCF2_K"
triggerall = power >= 1000 ;Level 1
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 202
trigger4 = MoveContact
trigger4 = stateno = 204
trigger5 = MoveContact
trigger5 = stateno = 201
trigger6 = MoveContact
trigger6 = stateno = 203
trigger7 = MoveContact
trigger7 = stateno = 205
trigger8 = MoveContact
trigger8 = stateno = 400
trigger9 = MoveContact
trigger9 = stateno = 402
trigger10 = MoveContact
trigger10 = stateno = 404
trigger11 = MoveContact
trigger11 = stateno = 401
trigger12 = MoveContact
trigger12 = stateno = 403
trigger13 = MoveContact
trigger13 = stateno = 405

[State -1,20]
type = ChangeState
value = 738
triggerall = command = "QCF2_P"
trigger1 = power >= 1000 ;Level 1
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1,21]
type = ChangeState
value = 7500
triggerall = command = "Amalgam"
trigger1 = var(3) = 0
trigger1 = power = 3000 ;Level 3
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,22]
type = ChangeState
value = 712
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "HCB_A"

[State -1,23]
type = ChangeState
value = 1030
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "HCB_B"

[State -1,24]
type = ChangeState
value = 710
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "HCB_C"

[State -1,25]
type = ChangeState
value = 9000
triggerall = command = "2_Kick"
trigger1 = ctrl = 1

[State -1,26]
type = ChangeState
value = 4600
triggerall = power < 3000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = command = "holdx"
trigger1 = command = "holdy"

[State -1,27]
type = ChangeState
value = 1010
triggerall = command = "HCF_X"
triggerall = ctrl = 1
trigger1 = statetype = S


[State -1,28]
type = ChangeState
value = 1610
triggerall = command = "HCF_X"
triggerall = ctrl = 1
trigger1 = statetype = A


[State -1,29]
type = ChangeState
value = 1012
triggerall = command = "HCF_Y"
triggerall = ctrl = 1
trigger1 = statetype = S


[State -1,30]
type = ChangeState
value = 1612
triggerall = command = "HCF_Y"
triggerall = ctrl = 1
trigger1 = statetype = A


[State -1,31]
type = ChangeState
value = 1014
triggerall = command = "HCF_Z"
triggerall = ctrl = 1
trigger1 = statetype = S


[State -1,32]
type = ChangeState
value = 1614
triggerall = command = "HCF_Z"
triggerall = ctrl = 1
trigger1 = statetype = A


[State -1,33]
type = ChangeState
value = 1033
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "Slide_Punch_Z"

[State -1,34]
type = ChangeState
value = 703
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "Slide_Kick_C"

[State -1,35]
type = ChangeState
value = 720
triggerall = p2stateno != 223
triggerall = p2stateno != 722
triggerall = p2stateno != 723
triggerall = command = "Freeze_X"
triggerall = ctrl = 1
trigger1 = statetype = S

[State -1,36]
type = ChangeState
value = 725
triggerall = command = "Freeze_Y"
triggerall = ctrl = 1
trigger1 = statetype = S

[State -1,37]
type = ChangeState
value = 730
triggerall = command = "Freeze_Z"
triggerall = ctrl = 1
trigger1 = statetype = S

[State -1,38]
type = ChangeState
value = 1040
triggerall = command = "DRILL_A"
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,39]
type = ChangeState
value = 1042
triggerall = command = "DRILL_B"
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,40]
type = ChangeState
value = 1044
triggerall = command = "DRILL_C"
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,41]
type = ChangeState
value = 1080
triggerall = p2name = "Superman" || p4name = "Superman"
trigger1 = command = "Helper1"
trigger1 = numhelper(2222) != 1
trigger1 = power >= 500
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,42]
type = ChangeState
value = 1020
triggerAll = command = "Helper1"
triggerall = p2name != "Superman" || p4name = "Superman"
trigger1 = var(3) = 0
trigger1 = numhelper(650) != 1
trigger1 = numhelper(008) = 0
trigger1 = numhelper(010) = 0
trigger1 = power >= 500
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,43]
type = ChangeState
value = 1090
trigger1 = command = "S_Helper"
trigger1 = var (3) != 0
trigger1 = numhelper(1111) = 0
trigger1 = power >= 500
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,44]
type = ChangeState
value = 145
triggerall = Command = "HCB_B"
trigger1 = StateType = A
trigger1 = Ctrl = 1

[State -1,45]
type = ChangeState
value = 713
triggerall = Command = "HCB_A"
trigger1 = StateType = A
trigger1 = Ctrl = 1

[State -1,46]
type = ChangeState
value = 3021
triggerall = command = "Helper2"
triggerall = p2name != "Superman" || p4name = "Superman"
trigger1 = var(3) = 0
trigger1 = numhelper(650) != 1
trigger1 = numhelper(008) = 0
trigger1 = numhelper(010) = 0
trigger1 = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,47]
type = ChangeState
value = 711
triggerall = Command = "HCB_C"
trigger1 = pos y < -10
trigger1 = StateType = A
trigger1 = Ctrl = 1

[State -1,48]
type = ChangeState
value = 9801
triggerall = command = "Impact"
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1,49]
type = ChangeState
value = 1000
triggerall = Command = "QCF_X"
trigger1 = StateType = A
trigger1 = Ctrl = 1


[State -1,50]
type = ChangeState
value = 1001
triggerall = Command = "QCF_Y"
trigger1 = StateType = A
trigger1 = Ctrl = 1


[State -1,51]
type = ChangeState
value = 1002
triggerall = Command = "QCF_Z"
trigger1 = StateType = A
trigger1 = Ctrl = 1


[State -1,52]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,53]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1




[State -1,54]
type = ChangeState
value = 210
trigger1 = p2bodydist Y >=-20
trigger1 = p2bodydist X < 20 ;Near P2
trigger1 = command = "fwd_y"
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,55]
type = ChangeState
value = 220
triggerall = p2bodydist Y >=-20
triggerall = p2bodydist X < 20 ;Near P2
triggerall = command = "fwd_z"
triggerall = ctrl = 1
triggerall = IsHelper(007) = 0
trigger1 = statetype = S


[State -1,56]
type = ChangeState
value = 620
triggerall = p2bodydist Y <=25
triggerall = p2bodydist Y >=-25
triggerall = p2bodydist X < 20 ;Near P2
triggerall = command = "fwd_z"
triggerall = ctrl = 1
triggerall = IsHelper(007) = 0
trigger1 = statetype = A


[State -1,57]
type = ChangeState
value = 201
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 201
trigger2 = time > 9
trigger3 = MoveContact
trigger3 = stateno = 200
trigger4 = stateno = 100
trigger5 = stateno = 105


[State -1,58]
type = ChangeState
value = 203
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 201
trigger4 = MoveContact
trigger4 = stateno = 401
trigger5 = MoveContact
trigger5 = stateno = 400
trigger6 = stateno = 100
trigger7 = stateno = 105


[State -1,59]
type = ChangeState
value = 205
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 201
trigger4 = MoveContact
trigger4 = stateno = 400
trigger5 = MoveContact
trigger5 = stateno = 401
trigger6 = MoveContact
trigger6 = stateno = 402
trigger7 = MoveContact
trigger7 = stateno = 403
trigger8 = stateno = 100
trigger9 = stateno = 105


[State -1,60]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = time > 9
trigger3 = stateno = 100
trigger4 = stateno = 105

[State -1,61]
type = ChangeState
value = 202
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 201
trigger4 = MoveContact
trigger4 = stateno = 401
trigger5 = MoveContact
trigger5 = stateno = 400
trigger6 = stateno = 100
trigger7 = stateno = 105


[State -1,62]
type = ChangeState
value = 204
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 201
trigger4 = MoveContact
trigger4 = stateno = 203
trigger5 = MoveContact
trigger5 = stateno = 400
trigger6 = MoveContact
trigger6 = stateno = 401
trigger7 = MoveContact
trigger7 = stateno = 402
trigger8 = stateno = 100
trigger9 = stateno = 105


[State -1,63]
type = ChangeState
value = 401
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 401
trigger2 = time > 6
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200


[State -1,64]
type = ChangeState
value = 403
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 401
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200



[State -1,65]
type = ChangeState
value = 405
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 401
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200


[State -1,66]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = time > 9
trigger3 = MoveContact
trigger3 = stateno = 200


[State -1,67]
type = ChangeState
value = 402
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 401
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200


[State -1,68]
type = ChangeState
value = 404
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 401
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200


[State -1,69]
type = ChangeState
value = 601
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600
trigger2 = MoveContact
Trigger3 = Stateno = 5400


[State -1,70]
type = ChangeState
value = 603
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 601
trigger3 = MoveContact
trigger3 = stateno = 600
trigger4 = MoveContact
trigger4 = stateno = 602
Trigger5 = Stateno = 5400


[State -1,71]
type = ChangeState
value = 605
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 601
trigger3 = MoveContact
trigger3 = stateno = 600
trigger4 = MoveContact
trigger4 = stateno = 603
trigger5 = MoveContact
trigger5 = stateno = 602
trigger6 = MoveContact
trigger6 = stateno = 604
Trigger7 = Stateno = 5400



[State -1,72]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
Trigger2 = Stateno = 5400


[State -1,73]
type = ChangeState
value = 602
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 601
trigger3 = MoveContact
trigger3 = stateno = 600
Trigger4 = Stateno = 5400


[State -1,74]
type = ChangeState
value = 604
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 601
trigger3 = MoveContact
trigger3 = stateno = 600
trigger4 = MoveContact
trigger4 = stateno = 603
trigger5 = MoveContact
trigger5 = stateno = 602
Trigger6 = Stateno = 5400


[State -1,75]
type = ChangeState
value = 197
triggerall = command = "s"
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,76]
Type = Changestate
value = 5400
triggerall = command = "SuperJump"
triggerall = statetype != A
Trigger1 = Ctrl = 1
trigger2 = stateno = 100
trigger3 = stateno = 105


[State -1,77]
Type = Changestate
value = 5400
triggerall = command = "holdup"
trigger1 = MoveContact
trigger1 = stateno = 404
trigger2 = MoveContact
trigger2 = stateno = 202


Re: changing Character Command Buttons in Mugen
#4  May 12, 2009, 08:32:58 am
  • avatar
  • *
AFTER

; -| CPU Commands |------

[Command]
name = "IA1"
command = D, D, U, U, D, U
time = 1

[Command]
name = "IA2"
command = D, U, U, D, D, U
time = 1

[Command]
name = "IA3"
command = D, D, D, U, U, U
time = 1

;---------------------------------
[Command]
name = "Flight attack"
command = ~20$B, F, z

[Command]
name = "QCB2_X"
command = ~D, DB, B, y+z
time = 22

[Command]
name = "doublepunch"
command = F+z
time = 22


[Command]
name = "QCB2_Y"
command = ~D, DB, B, b+c
time = 22


[Command]
name = "QCB2_Z"
command = ~D, DB, B, z+c
time = 22


[Command]
name = "QCF2_X"
command = ~D, DF, F, D, DF, F, x
time = 22


[Command]
name = "QCF2_Y"
command = ~D, DF, F, y+x
time = 22


[Command]
name = "QCF2_Z"
command = ~D, DF, F, z+y
time = 22


[Command]
name = "QCF2_K"
command = ~D, DF, F, D, DF, F, a
time = 22


[Command]
name = "QCF2_K"
command = ~D, DF, F, b+a
time = 22


[Command]
name = "QCF2_K"
command = ~D, DF, F, c+b
time = 22

[Command]
name = "QCF2_P"
command = ~D, DF, F, z+y
time = 22


[Command]
name = "QCF2_P"
command = ~D, DF, F, D, DF, F, y+x
time = 22


[Command]
name = "QCF2_P"
command = ~D, DF, F, D, DF, F, z+y
time = 22

[Command]
name = "Amalgam"
command = ~z+c
time = 25

[Command]
name = "2_Kick"
command = a+b

[Command]
name = "QCB_A"
command = ~D, DB, B, a


[Command]
name = "QCB_B"
command = ~D, DB, B, b


[Command]
name = "QCB_C"
command = ~D, DB, B, c


[Command]
name = "HCB_A"
command = ~a




[Command]
name = "HCB_B"
command = ~b


[Command]
name = "HCB_C"
command = ~c


[Command]
name = "HCF_X"
command = ~D, DF, F, x
time = 25


[Command]
name = "HCF_Y"
command = ~D, DF, F, y
time = 25


[Command]
name = "HCF_Z"
command = ~D, DF, F, z
time = 25

[Command]
name = "Slide_Punch_Z"
command = ~30$B, F, z
time = 10

[Command]
name = "Slide_Kick_C"
command = ~30$B, F, c
time = 10

[Command]
name = "Freeze_X"
command = ~x
time = 15

[Command]
name = "Freeze_Y"
command = ~D, DB, B, y
time = 15

[Command]
name = "Freeze_Z"
command = ~D, DB, B, z
time = 15

[Command]
name = "Impact"
command = U, x

[Command]
name = "Impact"
command = U, y

[Command]
name = "Impact"
command = U, z

[Command]
name = "DRILL_A"
command = ~D, DB, B, a

[Command]
name = "DRILL_B"
command = ~D, DB, B, b

[Command]
name = "DRILL_C"
command = ~D, DB, B, c

[Command]
name = "Helper1"
command = a+x
time = 1

[Command]
name = "Helper2"
command = D+b
time = 1

[Command]
name = "S_Helper"
command = 
time = 1

[Command]
name = "QCF_X"
command = ~D, DB, B, x

[Command]
name = "QCF_Y"
command = ~D, DB, B, y

[Command]
name = "QCF_Z"
command = ~D, DB, B, z


[Command]
name = "FF"
command = F, F
time = 10

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


[Command]
name = "recovery"
command = a+b
time = 1

[Command]
name = "ab"
command = a+b
time = 1

[Command]
name = "zc"
command = z+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 = "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_y"
command = /F,y
time = 1


[Command]
name = "fwd_z"
command = /F,z
time = 1


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


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


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


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


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


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


[Command]
name = "s"
command = s
time = 1


[Command]
name = "SuperJump"
command = ~D, U
time = 10


[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 = "holdx"
command = /$x
time = 10

[Command]
name = "holdy"
command = /$y
time = 10



;------------------------------------------------
[Statedef -1]
[State -1,78]
Type = Changestate
value = 50000
triggerall = command = "Flight attack"
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,78]
Type = Changestate
value = 50001
triggerall = command = "Flight attack"
trigger1 = var(3) = 0
trigger1 = statetype = A
trigger1 = Var(1) = 0
trigger1 = ctrl = 1
trigger2 = stateno = 400 && MoveContact
trigger3 = stateno = 410 && MoveContact
trigger4 = stateno = 420 && MoveContact
trigger5 = stateno = 430 && MoveContact
trigger6 = stateno = 440 && MoveContact

[State -1,-1]
type = NotHitBy
triggerall = IsHelper = 0
trigger1 = Var(1) > 0
value = SCA, HTP


[State -1,0]
type = VarAdd
trigger1 = Var(1) > 0
V = 1
value = -1


[State -1,1]
type = VarAdd
trigger1 = Var(5) > 0
V = 5
value = -1


[State -1,2]
type = VarSet
triggerall = P2StateNo = 1080
trigger1 = NumHelper(040) = 1
trigger2 = NumHelper(050) = 1
trigger3 = NumHelper(060) = 1
trigger4 = NumHelper(070) = 1
V = 3
Value = 1


[State -1,3]
type = VarSet
triggerall = Var(3) = 1
trigger1 = NumHelper(040) = 0
trigger1 = NumHelper(050) = 0
trigger1 = NumHelper(060) = 0
trigger1 = NumHelper(070) = 0
V = 3
Value = 0


[State -1,4]
type = VarAdd
trigger1 = Var(4) > 0
V = 4
value = -1



[State -1,5]
type = ChangeState
value = 3001
trigger1 = command = "QCB2_Z"
trigger1 = power = 3000 ;Level 3
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,6]
type = ChangeState
value = 71001
trigger1 = command = "QCB2_Z"
trigger1 = power >= 3000 ;Level 2
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,7]
type = ChangeState
value = 3011
trigger1 = command = "QCB2_X"
trigger1 = power >= 1000 ;Level 1
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,8]
type = ChangeState
value = 741
trigger1 = command = "QCB2_X"
trigger1 = power >= 1000 ;Level 1
trigger1 = statetype = A
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,9]
type = ChangeState
value = 7001
trigger1 = command = "QCB2_Y"
trigger1 = power >= 2000 ;Level 2
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,10]
type = ChangeState
value = 31142
trigger1 = command = "QCB2_Y"
trigger1 = power >= 2000 ;Level 2
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = Var(1) = 0
trigger1 = ctrl = 1

[State -1,11]
type = Changestate
value = 31009
triggerall = command = "QCF2_X"
triggerall = power >= 1000 ;Level 1
triggerall = statetype != A
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,12]
type = Changestate
value = 31135
triggerall = command = "QCF2_X"
triggerall = power >= 1000 ;Level 1
triggerall = statetype != A
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,13]
type = ChangeState
value = 31008
triggerall = command = "QCF2_Z"
triggerall = power >= 3000 ;Level 3
triggerall = statetype != A
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,14]
type = ChangeState
value = 31136
triggerall = command = "QCF2_Z"
triggerall = power >= 3000 ;Level 3
triggerall = statetype != A
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,15]
type = ChangeState
value = 3100
triggerall = command = "QCF2_Y"
triggerall = power >= 2000 ;Level 2
triggerall = statetype != A
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,16]
type = ChangeState
value = 31137
triggerall = command = "QCF2_Y"
triggerall = power >= 2000 ;Level 2
triggerall = statetype != A
trigger1 = var(3) != 0
trigger1 = statetype = S
trigger1 = ctrl = 1



[State -1,17]
type = ChangeState
value = 3200
triggerall = command = "QCF2_K"
triggerall = power >= 1000 ;Level 1
trigger1 = var(3) = 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,18]
type = ChangeState
value = 31130
triggerall = command = "QCF2_K"
triggerall = power >= 1000 ;Level 1
triggerall = var(3) != 0
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,19]
type = ChangeState
value = 3204
triggerall = command = "QCF2_K"
triggerall = power >= 1000 ;Level 1
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 202
trigger4 = MoveContact
trigger4 = stateno = 204
trigger5 = MoveContact
trigger5 = stateno = 201
trigger6 = MoveContact
trigger6 = stateno = 203
trigger7 = MoveContact
trigger7 = stateno = 205
trigger8 = MoveContact
trigger8 = stateno = 400
trigger9 = MoveContact
trigger9 = stateno = 402
trigger10 = MoveContact
trigger10 = stateno = 404
trigger11 = MoveContact
trigger11 = stateno = 401
trigger12 = MoveContact
trigger12 = stateno = 403
trigger13 = MoveContact
trigger13 = stateno = 405

[State -1,20]
type = ChangeState
value = 738
triggerall = command = "QCF2_P"
trigger1 = power >= 1000 ;Level 1
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1,21]
type = ChangeState
value = 7500
triggerall = command = "Amalgam"
trigger1 = var(3) = 0
trigger1 = power = 3000 ;Level 3
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,22]
type = ChangeState
value = 712
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "HCB_A"

[State -1,23]
type = ChangeState
value = 1030
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "HCB_B"

[State -1,24]
type = ChangeState
value = 710
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "HCB_C"

[State -1,25]
type = ChangeState
value = 9000
triggerall = command = "2_Kick"
trigger1 = ctrl = 1

[State -1,26]
type = ChangeState
value = 4600
triggerall = power < 3000
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger1 = command = "holdx"
trigger1 = command = "holdy"

[State -1,27]
type = ChangeState
value = 1010
triggerall = command = "HCF_X"
triggerall = ctrl = 1
trigger1 = statetype = S


[State -1,28]
type = ChangeState
value = 1610
triggerall = command = "HCF_X"
triggerall = ctrl = 1
trigger1 = statetype = A


[State -1,29]
type = ChangeState
value = 1012
triggerall = command = "HCF_Y"
triggerall = ctrl = 1
trigger1 = statetype = S


[State -1,30]
type = ChangeState
value = 1612
triggerall = command = "HCF_Y"
triggerall = ctrl = 1
trigger1 = statetype = A


[State -1,31]
type = ChangeState
value = 1014
triggerall = command = "HCF_Z"
triggerall = ctrl = 1
trigger1 = statetype = S


[State -1,32]
type = ChangeState
value = 1614
triggerall = command = "HCF_Z"
triggerall = ctrl = 1
trigger1 = statetype = A


[State -1,33]
type = ChangeState
value = 1033
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "Slide_Punch_Z"

[State -1,34]
type = ChangeState
value = 703
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "Slide_Kick_C"

[State -1,35]
type = ChangeState
value = 720
triggerall = p2stateno != 223
triggerall = p2stateno != 722
triggerall = p2stateno != 723
triggerall = command = "Freeze_X"
triggerall = ctrl = 1
trigger1 = statetype = S

[State -1,36]
type = ChangeState
value = 725
triggerall = command = "Freeze_Y"
triggerall = ctrl = 1
trigger1 = statetype = S

[State -1,37]
type = ChangeState
value = 730
triggerall = command = "Freeze_Z"
triggerall = ctrl = 1
trigger1 = statetype = S

[State -1,38]
type = ChangeState
value = 1040
triggerall = command = "DRILL_A"
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,39]
type = ChangeState
value = 1042
triggerall = command = "DRILL_B"
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,40]
type = ChangeState
value = 1044
triggerall = command = "DRILL_C"
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,41]
type = ChangeState
value = 1080
triggerall = p2name = "Superman" || p4name = "Superman"
trigger1 = command = "Helper1"
trigger1 = numhelper(2222) != 1
trigger1 = power >= 500
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,42]
type = ChangeState
value = 1020
triggerAll = command = "Helper1"
triggerall = p2name != "Superman" || p4name = "Superman"
trigger1 = var(3) = 0
trigger1 = numhelper(650) != 1
trigger1 = numhelper(008) = 0
trigger1 = numhelper(010) = 0
trigger1 = power >= 500
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,43]
type = ChangeState
value = 1090
trigger1 = command = "S_Helper"
trigger1 = var (3) != 0
trigger1 = numhelper(1111) = 0
trigger1 = power >= 500
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,44]
type = ChangeState
value = 145
triggerall = Command = "HCB_B"
trigger1 = StateType = A
trigger1 = Ctrl = 1

[State -1,45]
type = ChangeState
value = 713
triggerall = Command = "a"
trigger1 = StateType = A
trigger1 = Ctrl = 1

[State -1,46]
type = ChangeState
value = 3021
triggerall = command = "Helper2"
triggerall = p2name != "Superman" || p4name = "Superman"
trigger1 = var(3) = 0
trigger1 = numhelper(650) != 1
trigger1 = numhelper(008) = 0
trigger1 = numhelper(010) = 0
trigger1 = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,47]
type = ChangeState
value = 711
triggerall = Command = "HCB_C"
trigger1 = pos y < -10
trigger1 = StateType = A
trigger1 = Ctrl = 1

[State -1,48]
type = ChangeState
value = 9801
triggerall = command = "Impact"
trigger1 = statetype = A
trigger1 = ctrl = 1

[State -1,49]
type = ChangeState
value = 1000
triggerall = Command = "QCF_X"
trigger1 = StateType = A
trigger1 = Ctrl = 1


[State -1,50]
type = ChangeState
value = 1001
triggerall = Command = "QCF_Y"
trigger1 = StateType = A
trigger1 = Ctrl = 1


[State -1,51]
type = ChangeState
value = 1002
triggerall = Command = "QCF_Z"
trigger1 = StateType = A
trigger1 = Ctrl = 1


[State -1,52]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,53]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1




[State -1,54]
type = ChangeState
value = 210
trigger1 = p2bodydist Y >=-20
trigger1 = p2bodydist X < 20 ;Near P2
trigger1 = command = "fwd_y"
trigger1 = statetype = S
trigger1 = ctrl = 1


[State -1,55]
type = ChangeState
value = 220
triggerall = p2bodydist Y >=-20
triggerall = p2bodydist X < 20 ;Near P2
triggerall = command = "fwd_z"
triggerall = ctrl = 1
triggerall = IsHelper(007) = 0
trigger1 = statetype = S


[State -1,56]
type = ChangeState
value = 620
triggerall = p2bodydist Y <=25
triggerall = p2bodydist Y >=-25
triggerall = p2bodydist X < 20 ;Near P2
triggerall = command = "fwd_z"
triggerall = ctrl = 1
triggerall = IsHelper(007) = 0
trigger1 = statetype = A


[State -1,57]
type = ChangeState
value = 201
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 201
trigger2 = time > 9
trigger3 = MoveContact
trigger3 = stateno = 200
trigger4 = stateno = 100
trigger5 = stateno = 105


[State -1,58]
type = ChangeState
value = 203
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 201
trigger4 = MoveContact
trigger4 = stateno = 401
trigger5 = MoveContact
trigger5 = stateno = 400
trigger6 = stateno = 100
trigger7 = stateno = 105


[State -1,59]
type = ChangeState
value = 205
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 201
trigger4 = MoveContact
trigger4 = stateno = 400
trigger5 = MoveContact
trigger5 = stateno = 401
trigger6 = MoveContact
trigger6 = stateno = 402
trigger7 = MoveContact
trigger7 = stateno = 403
trigger8 = stateno = 100
trigger9 = stateno = 105


[State -1,60]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = time > 9
trigger3 = stateno = 100
trigger4 = stateno = 105

[State -1,61]
type = ChangeState
value = 202
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 201
trigger4 = MoveContact
trigger4 = stateno = 401
trigger5 = MoveContact
trigger5 = stateno = 400
trigger6 = stateno = 100
trigger7 = stateno = 105


[State -1,62]
type = ChangeState
value = 204
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 200
trigger3 = MoveContact
trigger3 = stateno = 201
trigger4 = MoveContact
trigger4 = stateno = 203
trigger5 = MoveContact
trigger5 = stateno = 400
trigger6 = MoveContact
trigger6 = stateno = 401
trigger7 = MoveContact
trigger7 = stateno = 402
trigger8 = stateno = 100
trigger9 = stateno = 105


[State -1,63]
type = ChangeState
value = 401
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 401
trigger2 = time > 6
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200


[State -1,64]
type = ChangeState
value = 403
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 401
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200



[State -1,65]
type = ChangeState
value = 405
triggerall = command = "c"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 401
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200


[State -1,66]
type = ChangeState
value = 400
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 400
trigger2 = time > 9
trigger3 = MoveContact
trigger3 = stateno = 200


[State -1,67]
type = ChangeState
value = 402
triggerall = command = "y"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 401
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200


[State -1,68]
type = ChangeState
value = 404
triggerall = command = "z"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 401
trigger3 = MoveContact
trigger3 = stateno = 400
trigger4 = MoveContact
trigger4 = stateno = 201
trigger5 = MoveContact
trigger5 = stateno = 200


[State -1,69]
type = ChangeState
value = 601
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = stateno = 600
trigger2 = MoveContact
Trigger3 = Stateno = 5400


[State -1,70]
type = ChangeState
value = 603
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 601
trigger3 = MoveContact
trigger3 = stateno = 600
trigger4 = MoveContact
trigger4 = stateno = 602
Trigger5 = Stateno = 5400


[State -1,71]
type = ChangeState
value = 605
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 601
trigger3 = MoveContact
trigger3 = stateno = 600
trigger4 = MoveContact
trigger4 = stateno = 603
trigger5 = MoveContact
trigger5 = stateno = 602
trigger6 = MoveContact
trigger6 = stateno = 604
Trigger7 = Stateno = 5400



[State -1,72]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1
Trigger2 = Stateno = 5400


[State -1,73]
type = ChangeState
value = 602
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 601
trigger3 = MoveContact
trigger3 = stateno = 600
Trigger4 = Stateno = 5400


[State -1,74]
type = ChangeState
value = 604
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger2 = MoveContact
trigger2 = stateno = 601
trigger3 = MoveContact
trigger3 = stateno = 600
trigger4 = MoveContact
trigger4 = stateno = 603
trigger5 = MoveContact
trigger5 = stateno = 602
Trigger6 = Stateno = 5400


[State -1,75]
type = ChangeState
value = 197
triggerall = command = "s"
trigger1 = statetype = S
trigger1 = ctrl = 1

[State -1,76]
Type = Changestate
value = 5400
triggerall = command = "SuperJump"
triggerall = statetype != A
Trigger1 = Ctrl = 1
trigger2 = stateno = 100
trigger3 = stateno = 105


[State -1,77]
Type = Changestate
value = 5400
triggerall = command = "holdup"
trigger1 = MoveContact
trigger1 = stateno = 404
trigger2 = MoveContact
trigger2 = stateno = 202


Re: changing Character Command Buttons in Mugen
#5  May 12, 2009, 08:42:16 am
  • *****
  • IKEMEN Go interactive stage object creator
  • WIP: Tons and tons of IKEMEN stages
; The CMD file.
;
; Two parts: 1. Command definition and  2. State entry
; (state entry is after the commands def section)
;
; 1. Command definition
; ---------------------
; Note: The commands are CASE-SENSITIVE, and so are the command names.
; The eight directions are:
;   B, DB, D, DF, F, UF, U, UB     (all CAPS)
;   corresponding to back, down-back, down, downforward, etc.
; The six buttons are:
;   a, b, c, x, y, z               (all lower case)
;   In default key config, abc are are the bottom, and xyz are on the
;   top row. For 2 button characters, we recommend you use a and b.
;   For 6 button characters, use abc for kicks and xyz for punches.
;
; Each [Command] section defines a command that you can use for
; state entry, as well as in the CNS file.
; The command section should look like:
;
;   [Command]
;   name = some_name
;   command = the_command
;   time = time (optional)
;   buffer.time = time (optional)
;
; - some_name
;   A name to give that command. You'll use this name to refer to
;   that command in the state entry, as well as the CNS. It is case-
;   sensitive (QCB_a is NOT the same as Qcb_a or QCB_A).
;
; - command
;   list of buttons or directions, separated by commas. Each of these
;   buttons or directions is referred to as a "symbol".
;   Directions and buttons can be preceded by special characters:
;   slash (/) - means the key must be held down
;          egs. command = /D       ;hold the down direction
;               command = /DB, a   ;hold down-back while you press a
;   tilde (~) - to detect key releases
;          egs. command = ~a       ;release the a button
;               command = ~D, F, a ;release down, press fwd, then a
;          If you want to detect "charge moves", you can specify
;          the time the key must be held down for (in game-ticks)
;          egs. command = ~30a     ;hold a for at least 30 ticks, then release
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   greater-than (>) - means there must be no other keys pressed or released
;                      between the previous and the current symbol.
;          egs. command = a, >~a   ;press a and release it without having hit
;                                  ;or released any other keys in between
;   You can combine the symbols:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;
;   Note: Successive direction symbols are always expanded in a manner similar
;         to this example:
;           command = F, F
;         is expanded when MUGEN reads it, to become equivalent to:
;           command = F, >~F, >F
;
;   It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This makes the command easier
;   to do.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. The default
;   value for this is set in the [Defaults] section below. A typical
;   value is 15.
;
; - buffer.time (optional)
;   Time that the command will be buffered for. If the command is done
;   successfully, then it will be valid for this time. The simplest
;   case is to set this to 1. That means that the command is valid
;   only in the same tick it is performed. With a higher value, such
;   as 3 or 4, you can get a "looser" feel to the command. The result
;   is that combos can become easier to do because you can perform
;   the command early. Attacks just as you regain control (eg. from
;   getting up) also become easier to do. The side effect of this is
;   that the command is continuously asserted, so it will seem as if
;   you had performed the move rapidly in succession during the valid
;   time. To understand this, try setting buffer.time to 30 and hit
;   a fast attack, such as KFM's light punch.
;   The default value for this is set in the [Defaults] section below.
;   This parameter does not affect hold-only commands (eg. /F). It
;   will be assumed to be 1 for those commands.
;
; If you have two or more commands with the same name, all of them will
; work. You can use it to allow multiple motions for the same move.
;
; Some common commands examples are given below.
;
; [Command] ;Quarter circle forward + x
; name = "QCF_x"
; command = ~D, DF, F, x
;
; [Command] ;Half circle back + a
; name = "HCB_a"
; command = ~F, DF, D, DB, B, a
;
; [Command] ;Two quarter circles forward + y
; name = "2QCF_y"
; command = ~D, DF, F, D, DF, F, y
;
; [Command] ;Tap b rapidly
; name = "5b"
; command = b, b, b, b, b
; time = 30
;
; [Command] ;Charge back, then forward + z
; name = "charge_B_F_z"
; command = ~60$B, F, z
; time = 10
;
; [Command] ;Charge down, then up + c
; name = "charge_D_U_c"
; command = ~60$D, U, c
; time = 10
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Re: changing Character Command Buttons in Mugen
#6  May 12, 2009, 06:40:14 pm
  • avatar
  • *
Thanks I think lol this is all greek to me but ill try to figure it out.
Re: changing Character Command Buttons in Mugen
#7  May 12, 2009, 06:45:51 pm
  • ******
  • I got a PM.
[Command]
name = "QCF2_K"                                      This is a name given to the command.
command = ~D, DF, F, D, DF, F, a                    This is the buttons
time = 22                                                    This is the time given to perform the sequence.