error for character

Started by komodo1990, April 26, 2013, 10:33:32 AM

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komodo1990

The error says "Error message: Command 1 name not in quotes
Error in picco.cmd
Error loading chars/picco/picco.def
Error loading p1"

how can i fix this?

Memo

look for Command 1 in the cmd file and paste it here so i can see

komodo1990

There isnt actually a section or part known as command 1. This is my command file.

; 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 -- defaults to 15 if omitted)
;
; - 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.
;   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 = /F, a    ;hold fwd 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
;               command = ~30
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their engine.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; 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 are given below. Delete, add, or modify as you wish.

;-| Super Motions |--------------------------------------------------------
;Rayon
[Command]
name = ray
command = ~B, DB, D, DF, F, c
time = 20

;Rayon
[Command]
name = Raylvl2
command = ~B, DB, D, DF, F, b
time = 20

;Rayon
[Command]
name = Raylvl3
command = ~B, DB, D, DF, F, a
time = 20

;Program
[Command]
name = Programlvl1
command = ~D, DB, B, F, c
time = 20


;Program
[Command]
name = Programlvl2
command = ~D, DB, B, F, b
time = 20

;Program
[Command]
name = Programlvl3
command = ~D, DB, B, F, a
time = 20

;superfly
[command]
name = superfly
command = ~D, DB, B, D, DB, B, y
time = 30

;boufinish
[Command]
name = Boufinish
command = ~D, DF, F, D, DF, F , y
time = 30

[Command]
name = vegetabomb
command = ~D, DF, F, D, DF, F , x
time = 30

[Command]
name = namekfinish
command = ~D, DF, F, D, DF, F , a
time = 30

[Command]
name = strikers
command = ~D, DF, F, D, DF, F , b
time = 30

;-| Special Motions |------------------------------------------------------
;-----------------
; QCF
[Command]
name = QCF_a
command = ~D, DF, F, a

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

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

[Command]
name = QCF_x
command = ~D, DF, F, x

[Command]
name = QCF_y
command = ~D, DF, F, y

[Command]
name = QCF_z
command = ~D, DF, F, z

;-----------------
; QCB
[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 = QCB_x
command = ~D, DB, B, x

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

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

;-----------------
; Uppercut
[Command]
name = uppercut_a
command = ~F, D, DF, a

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

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

[Command]
name = uppercut_x
command = ~F, D, DF, x

[Command]
name = uppercut_y
command = ~F, D, DF, y

[Command]
name = uppercut_z
command = ~F, D, DF, z


;--------------------
;Charge_Down_up
[Command]
name = chargedownup_a
command = ~60$D, U, a
time = 10

[Command]
name = chargedownup_b
command = ~60$D, U, b
time = 10

[Command]
name = chargedownup_c
command = ~60$D, U, c
time = 10

[Command]
name = chargedownup_x
command = ~60$D, U, x
time = 10

[Command]
name = chargedownup_y
command = ~60$D, U, y
time = 10

[Command]
name = chargedownup_z
command = ~60$D, U, z
time = 10

;--------------------
;Charge_Back_fwd
[Command]
name = chargebackfwd_a
command = ~60$B, F, a
time = 10

[Command]
name = chargebackfwd_b
command = ~60$B, F, b
time = 10

[Command]
name = chargedownup_c
command = ~60$D, U, c
time = 10

[Command]
name = chargedownup_x
command = ~60$D, U, x
time = 10

[Command]
name = chargedownup_y
command = ~60$D, U, y
time = 10

[Command]
name = chargedownup_z
command = ~60$D, U, z
time = 10



;-| Double Tap |-----------------------------------------------------------
[Command]
name = FF      ;Required (do not remove)
command = F, F
time = 10

[Command]
name = BB       ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = recovery;Required (do not remove)
command = a+b
time = 1

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

;-| Dir + Button |---------------------------------------------------------
[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 = 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 = 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_ab
command = /F, a+b
time = 1

[Command]
name = back_ab
command = /B, a+b
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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = holdfwd  ;Required (do not remove)
command = /$F
time = 1

[Command]
name = holdback ;Required (do not remove)
command = /$B
time = 1

[Command]
name = holdup   ;Required (do not remove)
command = /$U
time = 1

[Command]
name = holddown ;Required (do not remove)
command = /$D
time = 1

;---------------------------------------------------------------------------
;My moves
[Command]
name = holda
command = /a
time = 1

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

[Command]
name = kiburn
command = /D, a+b

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

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

[Command]
name = fulgpair
command = ~D, DF, F, y

[Command]
name = finish
command = ~D, DB, B, D, DB, B, x
time = 30

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

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

[Command]
name = vol
command = c

[Command]
name = gifle
command = x+y

[Command]
name = Esquive
command = s

[Command]
name = meteor
command = ~F, B, D, a
time = 30

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

[Command]
name = flamme
command = ~F, B, F, c
time = 20

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

;Z touche
[Command]
name = fulgenouz
command = /$B, z

[Command]
name = fulgcoudez
command = /F, z

[Command]
name = fulgpiedz
command = z

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1]                  ;Don't change this
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first. 
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

;===========================================================================
;---------------------------------------------------------------------------
;RunFwd
[State -1]
type = ChangeState
value = 100
trigger1 = command = FF
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;RunBack
[State -1]
type = ChangeState
value = 105
trigger1 = command = BB
trigger1 = statetype = S
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Stand_Throw (close dir+b)
; Complicated? Skip the throws and look at stand_a, etc, first.
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type =  ChangeState
value = 1500
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
trigger1 = command = fwd_b   ;p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H
;trigger2 = command = fwd_b   ;p2 crouch
;trigger2 = stateno != 100    ;Not running
;trigger2 = p2statetype = C
;trigger2 = p2movetype != H
;trigger3 = command = back_b  ;p2 stand
;trigger3 = p2statetype = S
;trigger3 = p2movetype != H
;trigger4 = command = back_b  ;p2 crouch
;trigger4 = p2statetype = C
;trigger4 = p2movetype != H

;prisepoing
[State -1]
type =  ChangeState
value = 1510
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
trigger1 = command = fwd_a 
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;Air_Throw1 (close dir+b)
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null; ChangeState
value = 950
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2bodydist X < 9
triggerall = p2bodydist Y > -22
triggerall = p2bodydist Y < 22
triggerall = p2statetype = A
triggerall = p2movetype != H
trigger1 = command = fwd_b
trigger2 = command = back_b

;Dash punch
[State -1]
type = Changestate
value = 125
triggerall = command = a
trigger1 = stateno = 100
trigger1 = command != holddown
trigger1 = ctrl = 1

;Dash kick
[State -1]
type = Changestate
value = 126
triggerall = command = b
trigger1 = stateno = 100
trigger1 = command != holddown
trigger1 = ctrl = 1
;===========================================================================
;---------------------------------------------------------------------------
;Gifle
[State -1]
type = Changestate
value = 270
triggerall = command =gifle
trigger1 = statetype = S
trigger1 = command != holddown
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Kiburn
[State -1]
type = Changestate
value = 750
triggerall = command = kiburn
trigger1 = ctrl = 1
trigger1 = statetype != A

;---------------------------------------------------------------------------
;Esquive
[State -1]
type = Changestate
value = 275
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = Esquive

;contreattacke
[State -1]
type = Changestate
value = 276
trigger1 = stateno = 275
trigger1 = time >= 25
trigger1 = command = Esquive
;---------------------------------------------------------------------------
;Program l3
[State -1]
type = Changestate
value = 3700
trigger1 = command = Programlvl3
trigger1 = power = 3000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3700 = 0
trigger1 = anim != 3002
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1

;MakenKosapo level3
[State -1]
type = Changestate
value = 3170
trigger1 = command = Raylvl3
trigger1 = power >= 3000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3171 = 0
trigger1 = anim != 3002
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Ultimate namek finish. HAHAHA !
[State -1]
type = Changestate
value = 4500
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = namekfinish
trigger1 = power >= 1000
trigger1 = P2life <= 100

;---------------------------------------------------------------------------
;Fulgurocoude
[State -1]
type = changestate
value = 241
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = fulgcoude
trigger2 = command = fulgcoudez

;---------------------------------------------------------------------------
;Zankouken
[State -1]
type = changestate
value = 2152
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = Zankouken

;---------------------------------------------------------------------------
;Super meteor smash
[State -1]
type = Changestate
value = 3400
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = meteor
trigger1 = power >= 1000

;---------------------------------------------------------------------------
;Supermain
[State -1]
type = Changestate
value = 1300
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = chargebackfwd_a

;===========================================================================
;---------------------------------------------------------------------------
;Stand_A
[State -1]
type = ChangeState
value = 200
triggerall = command = a          ;Place name of command here
trigger1 = command != holddown ;Standing moves should have this line
;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 680
;Uncomment the following if you want to be able to do a Stand_A rapidly
;trigger2 = stateno = 200
;trigger2 = time >= 7

;---------------------------------------------------------------------------
;Program l3
[State -1]
type = Changestate
value = 3500
trigger1 = command = Programlvl2
trigger1 = power >= 2000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3501 = 0
trigger1 = anim != 3500
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1

;MakenKosapo level2
[State -1]
type = Changestate
value = 3002
trigger1 = command = Raylvl2
trigger1 = power >= 2000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3006 >= 0
trigger1 = anim != 3002
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1

;ultimate strikers Attack : Ultimate battle 27 strike! ;-)
[State -1]
type = Changestate
value = 3999
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = strikers
trigger1 = power >= 3000
;trigger1 = P2life <= 100

;---------------------------------------------------------------------------
;Fulguropied
[state -1]
type = Changestate
value = 630
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = fulgpied
trigger2 = command = fulgpiedz
;---------------------------------------------------------------------------
;Fulgurogenou
[state -1]
type = Changestate
value = 640
trigger1 = command = fulgenou
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = statetype = C
trigger2 = command = fulgenouz
trigger2 = ctrl = 1
;---------------------------------------------------------------------------
;Fulgsol
[State -1]
type = changestate
value = 240
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = fulgpied
trigger2 = command = fulgpiedz
;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 210
triggerall = command = b
triggerall = command != holddown
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 680
;Uncomment the following if you want to be able to "chain" the attack
;from a Stand_A (state 200)
;trigger2 = stateno = 200
;trigger2 = MoveContact  ;If move hits, or is guarded by opponent

;---------------------------------------------------------------------------
;Vegeta suicide Bomb
[State -1]
type = Changestate
value = 3920
triggerall = command = vegetabomb
trigger1 = power >= 1000
trigger1 = Life  <= 100
trigger1 = P2Life  <= 100
trigger1 = statetype = S
trigger1 = command != holddown
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Combo1
[State -1]
type = Changestate
value = 268
triggerall = command = QCF_x
trigger1 = statetype = S
trigger1 = command != holddown
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Big Makenko
[State -1]
type = changestate
value = 3100
trigger1 = command = finish
;trigger1 = p2life <= 100
trigger1 = power >= 1000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;lpunch
[State -1]
type = ChangeState
value = 205
triggerall = command = x          ;Place name of command here
triggerall = command != holddown  ;Standing moves should have this line
;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
;Uncomment the following if you want to be able to do a Stand_A rapidly
trigger2 = stateno = 205
trigger2 = time >= 8
trigger3 = stateno = 206
trigger3 = MoveContact

;---------------------------------------------------------------------------
;superfly
[State -1]
type = ChangeState
value = 3600
trigger1 = command = superfly
trigger1 = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Boufinish
[State -1]
type = ChangeState
value = 3900
trigger1 = command = Boufinish
trigger1 = power >= 1000
trigger1 = P2life <= 100
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Raïon electryc
[state -1]
type = Changestate
value = 1580
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = Lightning
;---------------------------------------------------------------------------
;Fulguropiedair (le vrai)
[state -1]
type = Changestate
value = 620
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = fulgpair
;---------------------------------------------------------------------------
;lkick
[State -1]
type = ChangeState
value = 206
triggerall = command = y
triggerall = command != holddown
trigger1 = statetype = S
trigger1 = ctrl = 1
;Uncomment the following if you want to be able to "chain" the attack
;from a Stand_A (state 200)
trigger2 = stateno = 206
trigger2 = time >= 10
trigger3 = stateno = 205
trigger3 = MoveContact


;===========================================================================
;Program lvl1
[State -1]
type = Changestate
value = 3200
trigger1 = command = Programlvl1
trigger1 = power >= 1000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3200 = 0
trigger1 = anim != 3500
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Makenposapo
[State -1]
type = Changestate
value = 3300
trigger1 = command = ray
trigger1 = power >= 1000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3000 >= 0
trigger1 = anim != 3000
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Flamme
[State -1]
type = ChangeState
value = 1250
triggerall = command = flamme       
triggerall = command != holddown 
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;triple
[State -1]
type = ChangeState
value = 225
triggerall = command = triple          ;Place name of command here
triggerall = command != holddown  ;Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_C
[State -1]
type = ChangeState
value = 220
triggerall = command = c          ;Place name of command here
triggerall = command != holddown  ;Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
;Uncomment the following if you want to be able to do a Stand_A rapidly
;trigger2 = stateno = 200
;trigger2 = time >= 7
;---------------------------------------------------------------------------
;Crouch_A
[State -1]
type = ChangeState
value = 400
triggerall = command = a
triggerall = command = holddown
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_B
[State -1]
type = ChangeState
value = 410
triggerall = command = b
triggerall = command = holddown
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_A
[State -1]
type = ChangeState
value = 600
trigger1 = command = a
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_B
[State -1]
type = ChangeState
value = 610
trigger1 = command = b
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;croulpunch
[State -1]
type = ChangeState
value = 401
triggerall = command = x
triggerall = command = holddown
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Croulkick
[State -1]
type = ChangeState
value = 403
triggerall = command = y
triggerall = command = holddown
triggerall = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 403
trigger2 = time > 12
;---------------------------------------------------------------------------
;airlpunch
[State -1]
type = ChangeState
value = 605
trigger1 = command = x
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;airlkick
[State -1]
type = ChangeState
value = 606
trigger1 = command = y
trigger1 = statetype = A
trigger1 = ctrl = 1


;---------------------------------------------------------------------------
; CHARGE
[State -1]
type = ChangeState
value = 730
trigger1 = statetype = S
triggerall = Power < 3000
trigger1 = ctrl = 1
trigger1 = command = holda
trigger1 = command = holdb
trigger2 = stateno = 680
trigger2 = command = holda
trigger2 = command = holdb

;---------------------------------------------------------------------------
;vol
[State -1]
type = ChangeState
value = 680
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = Pos Y < 0
trigger1 = command = vol

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Hypers
;Makenposapold
[State -1]
type = null;Changestate
value = 3000
trigger1 = command = fulgenou
trigger1 = power >= 3000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = anim != 3000
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A



Memo

;Program
[Command]
name = Programlvl2 <--------problem/  command names have to be like this--> "Programlvl2"
command = ~D, DB, B, F, b
time = 20

all the command names,
well that should help you.

now i go 2 sleep zzz

komodo1990

Error message:
Error parsing Hitdef
Error parsing [State 200, 1]
Error in [Statedef 200]
Error in picco.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/picco/picco.def
Error while precaching
Error parsing Hitdef
Error parsing [State 200, 1]
Error in [Statedef 200]
Error in picco.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/picco/picco.def
Error while precaching
Error parsing Hitdef
Error parsing [State 200, 1]
Error in [Statedef 200]
Error in picco.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/picco/picco.def
Error loading p1

This is now what i see after adding quotes to all command names. Any ideas here? haha





; 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 -- defaults to 15 if omitted)
;
; - 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.
;   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 = /F, a    ;hold fwd 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
;               command = ~30
;   dollar ($) - Direction-only: detect as 4-way
;          egs. command = $D       ;will detect if D, DB or DF is held
;               command = $B       ;will detect if B, DB or UB is held
;   plus (+) - Buttons only: simultaneous press
;          egs. command = a+b      ;press a and b at the same time
;               command = x+y+z    ;press x, y and z at the same time
;   You can combine them:
;     eg. command = ~30$D, a+b     ;hold D, DB or DF for 30 ticks, release,
;                                  ;then press a and b together
;   It's recommended that for most "motion" commads, eg. quarter-circle-fwd,
;   you start off with a "release direction". This matches the way most
;   popular fighting games implement their engine.
;
; - time (optional)
;   Time allowed to do the command, given in game-ticks. Defaults to 15
;   if omitted
;
; 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 are given below. Delete, add, or modify as you wish.

;-| Super Motions |--------------------------------------------------------
;Rayon
[Command]
name = "ray"
command = ~B, DB, D, DF, F, c
time = 20

;Rayon
[Command]
name = "Raylvl2"
command = ~B, DB, D, DF, F, b
time = 20

;Rayon
[Command]
name = "Raylvl3"
command = ~B, DB, D, DF, F, a
time = 20

;Program
[Command]
name = "Programlvl1"
command = ~D, DB, B, F, c
time = 20


;Program
[Command]
name = "Programlvl2"
command = ~D, DB, B, F, b
time = 20

;Program
[Command]
name = "Programlvl3"
command = ~D, DB, B, F, a
time = 20

;superfly
[command]
name = "superfly"
command = ~D, DB, B, D, DB, B, y
time = 30

;boufinish
[Command]
name = "Boufinish"
command = ~D, DF, F, D, DF, F , y
time = 30

[Command]
name = "vegetabomb"
command = ~D, DF, F, D, DF, F , x
time = 30

[Command]
name = "namekfinish"
command = ~D, DF, F, D, DF, F , a
time = 30

[Command]
name = "strikers"
command = ~D, DF, F, D, DF, F , b
time = 30

;-| Special Motions |------------------------------------------------------
;-----------------
; QCF
[Command]
name = "QCF_a"
command = ~D, DF, F, a

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

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

[Command]
name = "QCF_x"
command = ~D, DF, F, x

[Command]
name = "QCF_y"
command = ~D, DF, F, y

[Command]
name = "QCF_z"
command = ~D, DF, F, z

;-----------------
; QCB
[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 = "QCB_x"
command = ~D, DB, B, x

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

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

;-----------------
; Uppercut
[Command]
name = "uppercut_a"
command = ~F, D, DF, a

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

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

[Command]
name = "uppercut_x"
command = ~F, D, DF, x

[Command]
name = "uppercut_y"
command = ~F, D, DF, y

[Command]
name = "uppercut_z"
command = ~F, D, DF, z


;--------------------
;Charge_Down_up
[Command]
name = "chargedownup_a"
command = ~60$D, U, a
time = 10

[Command]
name = "chargedownup_b"
command = ~60$D, U, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10

;--------------------
;Charge_Back_fwd
[Command]
name = "chargebackfwd_a"
command = ~60$B, F, a
time = 10

[Command]
name = "chargebackfwd_b"
command = ~60$B, F, b
time = 10

[Command]
name = "chargedownup_c"
command = ~60$D, U, c
time = 10

[Command]
name = "chargedownup_x"
command = ~60$D, U, x
time = 10

[Command]
name = "chargedownup_y"
command = ~60$D, U, y
time = 10

[Command]
name = "chargedownup_z"
command = ~60$D, U, z
time = 10



;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF"      ;Required (do not remove)
command = F, F
time = 10

[Command]
name = "BB"       ;Required (do not remove)
command = B, B
time = 10

;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery";Required (do not remove)
command = a+b
time = 1

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

;-| Dir + Button |---------------------------------------------------------
[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 = "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 = "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_ab"
command = /F, a+b
time = 1

[Command]
name = "back_ab"
command = /B, a+b
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

;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd"  ;Required (do not remove)
command = /$F
time = 1

[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1

[Command]
name = "holdup"   ;Required (do not remove)
command = /$U
time = 1

[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1

;---------------------------------------------------------------------------
;My moves
[Command]
name = "holda"
command = /a
time = 1

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

[Command]
name = "kiburn"
command = /D, a+b

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

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

[Command]
name = "fulgpair"
command = ~D, DF, F, y

[Command]
name = "finish"
command = ~D, DB, B, D, DB, B, x
time = 30

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

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

[Command]
name = "vol"
command = c

[Command]
name = "gifle"
command = x+y

[Command]
name = "Esquive"
command = s

[Command]
name = "meteor"
command = ~F, B, D, a
time = 30

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

[Command]
name = "flamme"
command = ~F, B, F, c
time = 20

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

;Z touche
[Command]
name = "fulgenouz"
command = /$B, z

[Command]
name = "fulgcoudez"
command = /F, z

[Command]
name = "fulgpiedz"
command = z

;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
;   [State -1]                  ;Don't change this
;   type = ChangeState          ;Don't change this
;   value = new_state_number
;   trigger1 = command = command_name
;   . . .  (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
;   - statetype
;       S, C or A : current state-type of player (stand, crouch, air)
;   - ctrl
;       0 or 1 : 1 if player has control. Unless "interrupting" another
;                move, you'll want ctrl = 1
;   - stateno
;       number of state player is in - useful for "move interrupts"
;   - movecontact
;       0 or 1 : 1 if player's last attack touched the opponent
;                useful for "move interrupts"
;
; Note: The order of state entry is important.
;   State entry with a certain command must come before another state
;   entry with a command that is the subset of the first. 
;   For example, command "fwd_a" must be listed before "a", and
;   "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.


; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]

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

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

;---------------------------------------------------------------------------
;Stand_Throw (close dir+b)
; Complicated? Skip the throws and look at stand_a, etc, first.
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type =  ChangeState
value = 1500
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
trigger1 = command = "fwd_b"   ;p2 stand
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H
;trigger2 = command = "fwd_b"   ;p2 crouch
;trigger2 = stateno != 100    ;Not running
;trigger2 = p2statetype = C
;trigger2 = p2movetype != H
;trigger3 = command = "back_b"  ;p2 stand
;trigger3 = p2statetype = S
;trigger3 = p2movetype != H
;trigger4 = command = "back_b"  ;p2 crouch
;trigger4 = p2statetype = C
;trigger4 = p2movetype != H

;prisepoing
[State -1]
type =  ChangeState
value = 1510
triggerall = statetype = S
triggerall = ctrl = 1
triggerall = p2bodydist X < 5 ;Near P2
trigger1 = command = "fwd_a" 
trigger1 = stateno != 100    ;Not running
trigger1 = p2statetype = S
trigger1 = p2movetype != H

;---------------------------------------------------------------------------
;Air_Throw1 (close dir+b)
; This is disabled right now. Remove the "null;" below when you
; want to use it.
[State -1]
type = null; ChangeState
value = 950
triggerall = statetype = A
triggerall = ctrl = 1
triggerall = p2bodydist X < 9
triggerall = p2bodydist Y > -22
triggerall = p2bodydist Y < 22
triggerall = p2statetype = A
triggerall = p2movetype != H
trigger1 = command = "fwd_b"
trigger2 = command = "back_b"

;Dash punch
[State -1]
type = Changestate
value = 125
triggerall = command = "a"
trigger1 = stateno = 100
trigger1 = command != "holddown"
trigger1 = ctrl = 1

;Dash kick
[State -1]
type = Changestate
value = 126
triggerall = command = "b"
trigger1 = stateno = 100
trigger1 = command != "holddown"
trigger1 = ctrl = 1
;===========================================================================
;---------------------------------------------------------------------------
;Gifle
[State -1]
type = Changestate
value = 270
triggerall = command ="gifle"
trigger1 = statetype = S
trigger1 = command != "holddown"
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Kiburn
[State -1]
type = Changestate
value = 750
triggerall = command = "kiburn"
trigger1 = ctrl = 1
trigger1 = statetype != A

;---------------------------------------------------------------------------
;Esquive
[State -1]
type = Changestate
value = 275
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = "Esquive"

;contreattacke
[State -1]
type = Changestate
value = 276
trigger1 = stateno = 275
trigger1 = time >= 25
trigger1 = command = "Esquive"
;---------------------------------------------------------------------------
;Program l3
[State -1]
type = Changestate
value = 3700
trigger1 = command = "Programlvl3"
trigger1 = power = 3000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3700 = 0
trigger1 = anim != 3002
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1

;MakenKosapo level3
[State -1]
type = Changestate
value = 3170
trigger1 = command = "Raylvl3"
trigger1 = power >= 3000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3171 = 0
trigger1 = anim != 3002
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Ultimate namek finish. HAHAHA !
[State -1]
type = Changestate
value = 4500
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = "namekfinish"
trigger1 = power >= 1000
trigger1 = P2life <= 100

;---------------------------------------------------------------------------
;Fulgurocoude
[State -1]
type = changestate
value = 241
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "fulgcoude"
trigger2 = command = "fulgcoudez"

;---------------------------------------------------------------------------
;Zankouken
[State -1]
type = changestate
value = 2152
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "Zankouken"

;---------------------------------------------------------------------------
;Super meteor smash
[State -1]
type = Changestate
value = 3400
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = "meteor"
trigger1 = power >= 1000

;---------------------------------------------------------------------------
;Supermain
[State -1]
type = Changestate
value = 1300
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = "chargebackfwd_a"

;===========================================================================
;---------------------------------------------------------------------------
;Stand_A
[State -1]
type = ChangeState
value = 200
triggerall = command = "a"          ;Place name of command here
trigger1 = command != "holddown" ;Standing moves should have this line
;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 680
;Uncomment the following if you want to be able to do a Stand_A rapidly
;trigger2 = stateno = 200
;trigger2 = time >= 7

;---------------------------------------------------------------------------
;Program l3
[State -1]
type = Changestate
value = 3500
trigger1 = command = "Programlvl2"
trigger1 = power >= 2000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3501 = 0
trigger1 = anim != 3500
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1

;MakenKosapo level2
[State -1]
type = Changestate
value = 3002
trigger1 = command = "Raylvl2"
trigger1 = power >= 2000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3006 >= 0
trigger1 = anim != 3002
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1

;ultimate strikers Attack : Ultimate battle 27 strike! ;-)
[State -1]
type = Changestate
value = 3999
trigger1 = Statetype = S
trigger1 = ctrl = 1
trigger1 = command = "strikers"
trigger1 = power >= 3000
;trigger1 = P2life <= 100

;---------------------------------------------------------------------------
;Fulguropied
[state -1]
type = Changestate
value = 630
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = "fulgpied"
trigger2 = command = "fulgpiedz"
;---------------------------------------------------------------------------
;Fulgurogenou
[state -1]
type = Changestate
value = 640
trigger1 = command = "fulgenou"
trigger1 = ctrl = 1
trigger1 = statetype = S
trigger2 = statetype = C
trigger2 = command = "fulgenouz"
trigger2 = ctrl = 1
;---------------------------------------------------------------------------
;Fulgsol
[State -1]
type = changestate
value = 240
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "fulgpied"
trigger2 = command = "fulgpiedz"
;---------------------------------------------------------------------------
;Stand_B
[State -1]
type = ChangeState
value = 210
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 680
;Uncomment the following if you want to be able to "chain" the attack
;from a Stand_A (state 200)
;trigger2 = stateno = 200
;trigger2 = MoveContact  ;If move hits, or is guarded by opponent

;---------------------------------------------------------------------------
;Vegeta suicide Bomb
[State -1]
type = Changestate
value = 3920
triggerall = command = "vegetabomb"
trigger1 = power >= 1000
trigger1 = Life  <= 100
trigger1 = P2Life  <= 100
trigger1 = statetype = S
trigger1 = command != "holddown"
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Combo1
[State -1]
type = Changestate
value = 268
triggerall = command = "QCF_x"
trigger1 = statetype = S
trigger1 = command != "holddown"
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Big Makenko
[State -1]
type = changestate
value = 3100
trigger1 = command = "finish"
;trigger1 = p2life <= 100
trigger1 = power >= 1000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;lpunch
[State -1]
type = ChangeState
value = 205
triggerall = command = "x"          ;Place name of command here
triggerall = command != "holddown"  ;Standing moves should have this line
;The following is true if Player is in stand state, and has control
trigger1 = statetype = S
trigger1 = ctrl = 1
;Uncomment the following if you want to be able to do a Stand_A rapidly
trigger2 = stateno = 205
trigger2 = time >= 8
trigger3 = stateno = 206
trigger3 = MoveContact

;---------------------------------------------------------------------------
;superfly
[State -1]
type = ChangeState
value = 3600
trigger1 = command = "superfly"
trigger1 = power >= 2000
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Boufinish
[State -1]
type = ChangeState
value = 3900
trigger1 = command = "Boufinish"
trigger1 = power >= 1000
trigger1 = P2life <= 100
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Raïon electryc
[state -1]
type = Changestate
value = 1580
triggerall = statetype = S
triggerall = ctrl = 1
trigger1 = command = "Lightning"
;---------------------------------------------------------------------------
;Fulguropiedair (le vrai)
[state -1]
type = Changestate
value = 620
triggerall = statetype = A
triggerall = ctrl = 1
trigger1 = command = "fulgpair"
;---------------------------------------------------------------------------
;lkick
[State -1]
type = ChangeState
value = 206
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
;Uncomment the following if you want to be able to "chain" the attack
;from a Stand_A (state 200)
trigger2 = stateno = 206
trigger2 = time >= 10
trigger3 = stateno = 205
trigger3 = MoveContact


;===========================================================================
;Program lvl1
[State -1]
type = Changestate
value = 3200
trigger1 = command = "Programlvl1"
trigger1 = power >= 1000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3200 = 0
trigger1 = anim != 3500
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1
;--------------------------------------------------------------------------
;Makenposapo
[State -1]
type = Changestate
value = 3300
trigger1 = command = "ray"
trigger1 = power >= 1000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = NumProjID3000 >= 0
trigger1 = anim != 3000
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Flamme
[State -1]
type = ChangeState
value = 1250
triggerall = command = "flamme"       
triggerall = command != "holddown" 
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;triple
[State -1]
type = ChangeState
value = 225
triggerall = command = "triple"          ;Place name of command here
triggerall = command != "holddown"  ;Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
;Stand_C
[State -1]
type = ChangeState
value = 220
triggerall = command = "c"          ;Place name of command here
triggerall = command != "holddown"  ;Standing moves should have this line
trigger1 = statetype = S
trigger1 = ctrl = 1
;Uncomment the following if you want to be able to do a Stand_A rapidly
;trigger2 = stateno = 200
;trigger2 = time >= 7
;---------------------------------------------------------------------------
;Crouch_A
[State -1]
type = ChangeState
value = 400
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Crouch_B
[State -1]
type = ChangeState
value = 410
triggerall = command = "b"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_A
[State -1]
type = ChangeState
value = 600
trigger1 = command = "a"
trigger1 = statetype = "A"
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Jump_B
[State -1]
type = ChangeState
value = 610
trigger1 = command = "b"
trigger1 = statetype = "A"
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;croulpunch
[State -1]
type = ChangeState
value = 401
triggerall = command = "x"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;Croulkick
[State -1]
type = ChangeState
value = 403
triggerall = command ="y"
triggerall = command = "holddown"
triggerall = statetype = C
trigger1 = ctrl = 1
trigger2 = stateno = 403
trigger2 = time > 12
;---------------------------------------------------------------------------
;airlpunch
[State -1]
type = ChangeState
value = 605
trigger1 = command = "x"
trigger1 = statetype = A
trigger1 = ctrl = 1

;---------------------------------------------------------------------------
;airlkick
[State -1]
type = ChangeState
value = 606
trigger1 = command = "y"
trigger1 = statetype = A
trigger1 = ctrl = 1


;---------------------------------------------------------------------------
; CHARGE
[State -1]
type = ChangeState
value = 730
trigger1 = statetype = S
triggerall = Power < 3000
trigger1 = ctrl = 1
trigger1 = command = "holda"
trigger1 = command = "holdb"
trigger2 = stateno = 680
trigger2 = command = "holda"
trigger2 = command = "holdb"

;---------------------------------------------------------------------------
;vol
[State -1]
type = ChangeState
value = 680
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = Pos Y < 0
trigger1 = command = "vol"

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Hypers
;Makenposapold
[State -1]
type = null;Changestate
value = 3000
trigger1 = command = "fulgenou"
trigger1 = power >= 3000
trigger1 = stateno != 106
trigger1 = stateno != 52
trigger1 = stateno != 115
trigger1 = stateno != 110
trigger1 = anim != 40
trigger1 = anim != 41
trigger1 = anim != 42
trigger1 = anim != 43
trigger1 = anim != 3000
trigger1 = anim != 5200
trigger1 = anim != 5210
trigger1 = statetype != A



Memo

These commands look like there coded wrong
everything is trigger 1

;Makenposapold
[State -1]
type = null;Changestate  <-----------you nulled the changestate so its not gonna work
value = 3000
trigger1 = command = "fulgenou"  <-----------should be triggerall
trigger1 = power >= 3000     <-----------should be triggerall
                                          <-----------insert this here trigger1 = ctrl
trigger1 = stateno != 106  <-----what is this combos?
trigger1 = stateno != 52  <-----what is this combos?
trigger1 = stateno != 115  <-----what is this combos?
trigger1 = stateno != 110  <-----what is this combos?
trigger1 = anim != 40   <-----what is this combos?
trigger1 = anim != 41 <-----what is this combos?
trigger1 = anim != 42  <-----what is this combos?
trigger1 = anim != 43  <-----what is this combos?
trigger1 = anim != 3000  <-----what is this combos?
trigger1 = anim != 5200  <-----what is this combos?
trigger1 = anim != 5210  <-----what is this combos?
trigger1 = statetype != A   <---------should be triggerall  and put it under the command name not at the bottom

;---------look at mine

[State -1, Ragnarok]
type = ChangeState
value = 3200
triggerall = !var(26)
triggerall = var(24) = 0
triggerall = command = "Ragnarok"
triggerall = StateType = S || StateType = C
triggerall = Power >= 3000
trigger1 = ctrl
trigger2 = StateNo = 200 && movecontact  <----------you want your chain attacks like this
trigger3 = stateno = 210 && movecontact                     trigger# for the chains
trigger4 = StateNo = 220 && movecontact   each trigger gets own number/ but theres other ways of coding it all together also
trigger5 = stateno = 230 && movecontact                                                 like this
trigger6 = StateNo = 240 && movecontact                                                trigger2 = stateno = 200 || stateno = 300
trigger7 = stateno = 250 && movecontact                                                 trigger2 = movecontact
trigger8 = StateNo = 300 && movecontact
trigger9 = stateno = 310 && movecontact
trigger10 = stateno = 330 && movecontact
trigger11 = StateNo = 340 && movecontact
trigger12 = StateNo = 2170 || StateNo = 2550
trigger13 = StateNo = [2330,2350]
trigger13 = movecontact
trigger14 = StateNo = [2000,2010]
trigger14 = movecontact
trigger15 = StateNo = [2030,2040]
trigger15 = movecontact

komodo1990

i didnt actually create this guy, so im unsure why his code is that way. Ill see what i can do about it.

Rajaa Retired

Command names need to be surrounded by quotes. Many of those command names are NOT surrounded by quotes. Read the error message closely and it tells you exactly what the error is.

Basara Bogard

^ That wasn't an error in the past, since one of last DOSMUGEN versions (not sure if it's 2001.04.14 or below) it's necessary to add quotes to the name of commands. Follow the advice of MEMo_fng:
Quote from: MEMo_fng on April 27, 2013, 09:17:12 AM
;Program
[Command]
name = Programlvl2 <--------problem/  command names have to be like this--> "Programlvl2"
command = ~D, DB, B, F, b
time = 20

all the command names,
well that should help you.

Quote from: komodo1990 on April 27, 2013, 11:52:02 PM
Error message:
Error parsing Hitdef
Error parsing [State 200, 1]
Error in [Statedef 200]
Error in picco.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/picco/picco.def
Error while precaching
Error parsing Hitdef
Error parsing [State 200, 1]
Error in [Statedef 200]
Error in picco.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/picco/picco.def
Error while precaching
Error parsing Hitdef
Error parsing [State 200, 1]
Error in [Statedef 200]
Error in picco.cns
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/picco/picco.def
Error loading p1

This is now what i see after adding quotes to all command names. Any ideas here? haha
This error is not about CMD, it's about CNS. To be precise, it's about statedef 200 -> standing weak punch. Look at [State 200, 1] in that statedef and see the problem (you can copy that here, too)