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DJB MUGEN & IKEMEN Community

Command List — MUGENPaperLuigiMVC.zip ← Back to Overview

;=========================================================================== ;Marvel vs. Capcom - Eternity of Heroes - Animations Template V.8 ;by Acey, FX ripped by Kong, Based on MvC2 Guile by RedHot, updated by Scar ;=========================================================================== ;--------------------------------------------------------------------------- ;Artificial Intelligence ;--------------------------------------------------------------------------- ;-|-AI-|-------------------------------------------------------------------- [Command] name = "AI_1" command = a, x, F, D, a, a, D time = 1 [Command] name = "AI_2" command = a, a, a, a, a, a, b time = 1 [Command] name = "AI_3" command = a, a, b, D, F, b, x time = 1 [Command] name = "AI_4" command = y, a, F, b, B, y, a time = 1 [Command] name = "AI_5" command = a, b, x, y, y, b, b time = 1 [Command] name = "AI_6" command = b, y, y, F, b, B, B time = 1 [Command] name = "AI_7" command = a, y, F, a, x, a, F, b time = 1 [Command] name = "AI_8" command = a, a, b, y, x, B, x time = 1 [Command] name = "AI_9" command = x, x, a, F, F, b, D time = 1 [Command] name = "AI_10" command = x, x, a, F, y, a, a, F time = 1 [Command] name = "AI_11" command = a, b, a, x, a, y, a time = 1 [Command] name = "AI_12" command = b, y, a, F, y, a, x time = 1 [Command] name = "AI_13" command = x, a, y, y, x, B, B time = 1 [Command] name = "AI_14" command = a, F, F, x, B, F, x time = 1 [Command] name = "AI_15" command = y, x, b, b, a, x, y time = 1 ;--------------------------------------------------------------------------- ;Commands ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;Hyper3 [Command] name = "Hyper4" command = ~D, DB, B, x+y [Command] name = "Hyper4" command = ~D, DB, B, z+y [Command] name = "Hyper4" command = ~D, DB, B, z+x ;--------------------------------------------------------------------------- ;Hyper3 [Command] name = "Hyper3" command = ~D, DB, B, a+b [Command] name = "Hyper3" command = ~D, DB, B, a+c [Command] name = "Hyper3" command = ~D, DB, B, b+c ;--------------------------------------------------------------------------- ;Hyper1 [Command] name = "Hyper2" command = ~D, DF, F, x+y [Command] name = "Hyper2" command = ~D, DF, F, x+z [Command] name = "Hyper2" command = ~D, DF, F, y+z ;--------------------------------------------------------------------------- ;Hyper2 [Command] name = "Hyper1" command = ~D, DF, F, a+b [Command] name = "Hyper1" command = ~D, DF, F, a+c [Command] name = "Hyper1" command = ~D, DF, F, b+c ;--------------------------------------------------------------------------- ;Specail1 [Command] name = "SpecialX" command = ~D,DF,F, x [Command] name = "SpecialY" command = ~D,DF,F, y [Command] name = "SpecialZ" command = ~D,DF,F, z ;------------------------------------------------------------------------- ;Special2 [Command] name = "SpecialA" command = ~D,DF,F, a [Command] name = "SpecialB" command = ~D,DF,F,b [Command] name = "SpecialC" command = ~D,DF,F,c ;------------------------------------------------------------------------- ;Counter [Command] name = "Counter" command = ~F, x+a [Command] name = "Counter" command = ~F, y+b [Command] name = "Counter" command = ~F, z+c [Command] name = "236Z" command = z+y+x ;--------------------------------------------------------------------------- ; Roll [Command] name = "roll_n" command = ~B, D, DB, x [Command] name = "roll_m" command = ~B, D, DB, y [Command] name = "roll_f" command = ~B, D, DB, z ;--------------------------------------------------------------------------- ; Forward Recovery Roll or Alpha Counter1 [Command] name = "ac_f_roll_n" command = ~B, DB, D, x [Command] name = "ac_f_roll_m" command = ~B, DB, D, y [Command] name = "ac_f_roll_f" command = ~B, DB, D, z ;--------------------------------------------------------------------------- ; Backward Recovery Roll or Alpha Counter2 [Command] name = "ac_sweep_b_roll_n" command = ~B, DB, D, a [Command] name = "ac_sweep_b_roll_m" command = ~B, DB, D, b [Command] name = "ac_sweep_b_roll_f" command = ~B, DB, D, c ;--------------------------------------------------------------------------------------------- ;Super Jump [Command] name = "Super_Jump" command = ~D, U ;--------------------------------------------------------------------------------------------- ;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 = x+y time = 1 [Command] name = "guardpush" command = x+y time = 5 [Command] name = "guardpush" command = x+z time = 5 [Command] name = "guardpush" command = y+z time = 5 [Command] name = "throw_p" command = x+y time = 5 [Command] name = "throw_p" command = y+z time = 5 [Command] name = "throw_p" command = x+z time = 5 [Command] name = "throw_k" command = a+b time = 5 [Command] name = "throw_k" command = b+c time = 5 [Command] name = "throw_k" command = a+c time = 5 ;--------------------------------------------------------------------------------------------- ;Dir + button [Command] name = "down_a" command = /$D,a time = 1 [Command] name = "down_b" command = /$D,b time = 1 [Command] name = "fwd_z" command = /$F,z time = 1 [Command] name = "fwd_a" command = /$F,a time = 1 [Command] name = "fwd_b" command = /$F,b time = 1 [Command] name = "fwd_c" command = /$F,c time = 1 [Command] name = "back_b" ;Alternative button command command = /$B,b time = 1 [Command] name = "back_c" ;Alternative button command command = /$B,c time = 1 ;--------------------------------------------------------------------------------------------- ;One button [Command] name = "a" command = a time = 1 [Command] name = "b" command = b time = 1 [Command] name = "c" command = c time = 1 [Command] name = "x" command = x time = 1 [Command] name = "y" command = y time = 1 [Command] name = "z" command = z time = 1 [Command] name = "s" command = s time = 1 ;--------------------------------------------------------------------------------------------- ;Hold button [Command] name = "holdx" command = /x time = 1 [Command] name = "holdy" command = /y time = 1 [Command] name = "holdz" command = /z time = 1 [Command] name = "holda" command = /a time = 1 [Command] name = "holdc" command = /c time = 1 [Command] name = "holdb" command = /b time = 1 [Command] name = "pc1" command = b+y [Command] name = "ki" command = /b+y ;--------------------------------------------------------------------------------------------- ;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 [Command] name = "SJ" command = $D, $U ;--------------------------------------------------------------------------- ;Artificial Intelligence ;--------------------------------------------------------------------------- [Statedef -1] ;--------------------------------------------------------------------------- ;Commands ;--------------------------------------------------------------------------- ;----------------------------- [State -1, Dash Forward] type = ChangeState value = 100 triggerall = StateType = S triggerall = (Ctrl) && (StateNo != 100) trigger1 = Command = "FF" ;----------------------------- [State -1, Jump Back] type = ChangeState value = 105 triggerall = StateType = S triggerall = (Ctrl) && (StateNo != 100) trigger1 = Command = "BB" ;----------------------------- [State -1, Hyper3] type = ChangeState value = 3300 triggerall = command = "Hyper4" triggerall = power >= 1000 trigger1 = Statetype != A && ctrl ;----------------------------- [State -1, Hyper3] type = ChangeState value = 3200 triggerall = command = "Hyper3" triggerall = power >= 1000 trigger1 = Statetype != A && ctrl ;----------------------------- [State -1, Hyper2] type = ChangeState value = 3100 triggerall = command = "Hyper2" triggerall = power >= 1000 trigger1 = Statetype != A && ctrl ;----------------------------- [State -1, Hyper1] type = ChangeState value = 3000 triggerall = command = "Hyper1" triggerall = power >= 1000 trigger1 = Statetype != A && ctrl ;----------------------------- [State -1, Special1] type = ChangeState value = 1000 triggerall = command = "SpecialX" triggerall = numproj=! 1001 trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special1] type = ChangeState value = 1010 triggerall = command = "SpecialY" triggerall = numproj=! 1001 trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special1] type = ChangeState value = 1020 triggerall = command = "SpecialZ" triggerall = numproj=! 1001 trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special2] type = ChangeState value = 1100 triggerall = stateno < 3000 triggerall = command = "SpecialA" trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special2] type = ChangeState value = 1110 triggerall = stateno < 3000 triggerall = command = "SpecialB" trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1, Special2] type = ChangeState value = 1120 triggerall = stateno < 3000 triggerall = command = "SpecialC" trigger1 = Statetype != A && ctrl trigger2 = (StateType != A) && (HitdefAttr = SC, NA) && (MoveContact) ;----------------------------- [State -1] type = ChangeState value = 7500 triggerall = Power < 3000 && (command = "pc1") trigger1 = statetype = S trigger1 = ctrl ;----------------------------- [State -1, X] type = ChangeState value = 600 triggerall = command = "x" trigger1 = Statetype = A && ctrl trigger2 = stateno = 105 && time > 4 ;----------------------------- [State -1, Y] type = ChangeState value = 610 triggerall = command = "y" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) && time > 2 trigger3 = (StateNo = 630) && (Movecontact) && time > 2 trigger4 = stateno = 105 && time > 4 ;----------------------------- [State -1, Z] type = ChangeState value = 620 triggerall = command = "z" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) && time > 2 trigger3 = (StateNo = 630) && (Movecontact) && time > 2 trigger4 = (StateNo = 610) && (Movecontact) && time > 2 trigger5 = (StateNo = 640) && (Movecontact) && time > 2 trigger6 = stateno = 105 && time > 4 ;----------------------------- [State -1, B] type = ChangeState value = 640 triggerall = command = "b" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) trigger3 = (StateNo = 610) && (Movecontact) trigger4 = (StateNo = 620) && (Movecontact) trigger5 = (StateNo = 630) && (Movecontact) trigger6 = stateno = 105 && time > 4 ;----------------------------- [State -1, C] type = ChangeState value = 650 triggerall = command = "c" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) trigger3 = (StateNo = 610) && (Movecontact) trigger4 = (StateNo = 620) && (Movecontact) trigger5 = (StateNo = 630) && (Movecontact) trigger6 = (StateNo = 640) && (Movecontact) trigger7 = stateno = 105 && time > 4 ;----------------------------- [State -1, A] type = ChangeState value = 630 triggerall = command = "a" trigger1 = Statetype = A && ctrl trigger2 = (StateNo = 600) && (Movecontact) trigger3 = stateno = 105 && time > 4 ;----------------------------- [State -1, X agachado] type = ChangeState value = 400 triggerall = Command = "x" triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) ;----------------------------- [State -1, X] type = ChangeState value = 200 triggerall = Command = "x" triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) ;----------------------------- [State -1, Y agachado] type = ChangeState value = 410 triggerall = Command = "y" triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) trigger4 = (StateNo = 400) && (Movecontact) trigger5 = (StateNo = 430) && (Movecontact) trigger6 = (StateNo = 210) && (Movecontact) trigger7 = (StateNo = 211) && (Movecontact) ;----------------------------- [State -1, Y] type = ChangeState value = IfElse(P2BodyDist X > 28,210,211) triggerall = Command = "y" triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) && time > 3 trigger3 = (StateNo = 230) && (Movecontact) && time > 3 ;----------------------------- [State -1, Z] type = ChangeState value = IfElse(P2BodyDist X > 28,220,221) triggerall = Command = "z" triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) && time > 3 trigger3 = (StateNo = 230) && (Movecontact) && time > 3 trigger4 = (StateNo = 210) && (Movecontact) && time > 3 trigger5 = (StateNo = 211) && (Movecontact) && time > 3 trigger6 = (StateNo = 240) && (Movecontact) && time > 3 trigger7 = (StateNo = 241) && (Movecontact) && time > 3 ;----------------------------- [State -1, C] type = ChangeState value = IfElse(P2BodyDist X > 28,250,251) triggerall = Command = "c" triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) trigger4 = (StateNo = 210) && (Movecontact) trigger5 = (StateNo = 211) && (Movecontact) trigger6 = (StateNo = 240) && (Movecontact) trigger7 = (StateNo = 241) && (Movecontact) trigger8 = (StateNo = 221) && (Movecontact) trigger9 = (StateNo = 220) && (Movecontact) ;----------------------------- [State -1, Z agachado] type = ChangeState value = 420 triggerall = Command = "z" triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) trigger4 = (StateNo = 400) && (Movecontact) trigger5 = (StateNo = 430) && (Movecontact) trigger6 = (StateNo = 210) && (Movecontact) trigger7 = (StateNo = 211) && (Movecontact) trigger8 = (StateNo = 240) && (Movecontact) trigger9 = (StateNo = 241) && (Movecontact) trigger10 = (StateNo = 220) && (Movecontact) trigger11 = (StateNo = 221) && (Movecontact) trigger12 = (StateNo = 410) && (Movecontact) trigger13 = (StateNo = 440) && (Movecontact) ;----------------------------- [State -1, A agachado] type = ChangeState value = 430 triggerall = Command = "a" triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (Stateno = 200) && (Movecontact) trigger3 = (Stateno = 230) && (Movecontact) trigger4 = (Stateno = 400) && (Movecontact) ;----------------------------- [State -1, s] type = ChangeState value = 195 triggerall = Command = "s" triggerall = Command != "holddown" triggerall = stateno != 100 trigger1 = (StateType = S) && (Ctrl) ;----------------------------- [State -1, A] type = ChangeState value = 230 triggerall = Command = "a" triggerall = Command != "holddown" triggerall = stateno != 100 trigger1 = (StateType = S) && (Ctrl) trigger2 = (Stateno = 200) && (Movecontact) ;----------------------------- [State -1, B] type = ChangeState value = IfElse(P2BodyDist X > 28,240,241) triggerall = Command = "b" triggerall = Command != "holddown" trigger1 = (StateType = S) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) trigger4 = (StateNo = 210) && (Movecontact) trigger5 = (StateNo = 211) && (Movecontact) ;----------------------------- [State -1, B agachado] type = ChangeState value = 440 triggerall = Command = "b" triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) trigger4 = (StateNo = 400) && (Movecontact) trigger5 = (StateNo = 430) && (Movecontact) trigger6 = (StateNo = 210) && (Movecontact) trigger7 = (StateNo = 211) && (Movecontact) trigger8 = (StateNo = 240) && (Movecontact) trigger9 = (StateNo = 241) && (Movecontact) trigger10 = (StateNo = 220) && (Movecontact) trigger11 = (StateNo = 221) && (Movecontact) ;----------------------------- [State -1, C agachado] type = ChangeState value = 450 triggerall = Command = "c" triggerall = Command = "holddown" trigger1 = (StateType != A) && (Ctrl) trigger2 = (StateNo = 200) && (Movecontact) trigger3 = (StateNo = 230) && (Movecontact) trigger4 = (StateNo = 400) && (Movecontact) trigger5 = (StateNo = 430) && (Movecontact) trigger6 = (StateNo = 210) && (Movecontact) trigger7 = (StateNo = 211) && (Movecontact) trigger8 = (StateNo = 250) && (Movecontact) trigger9 = (StateNo = 251) && (Movecontact) trigger10 = (StateNo = 420) && (Movecontact) trigger11 = (StateNo = 421) && (Movecontact) trigger12 = (StateNo = 410) && (Movecontact) trigger13 = (StateNo = 440) && (Movecontact) ;------------------------------------------------------------------------ [State -1, Super Jump] type = ChangeState value = 7000 triggerall = Command = "SJ" trigger1 = StateType = S trigger1 = ctrl ;----------------------------- [State -1, Super Jump] type = ChangeState value = 7000 triggerall = Command = "holdup" trigger1 = stateno = 420 && movehit [State -1, Guard Push stand] type = ChangeState value = 6300 triggerall = command = "guardpush" && statetype = S trigger1 = stateno = [150,153] [State -1, Guard Push crouch] type = ChangeState value = 6310 triggerall = command = "guardpush" && statetype = C trigger1 = stateno = [150,153] ;--------------------------------------------------------------------------- ;----------------------------- Recovery Roll ------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Near Foward Recovery Roll [State -1] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_f_roll_n" triggerall = alive = 1 trigger1 = stateno = 5080 v = 30 value = 1 [State -1] type = ChangeState value = 831 triggerall = Var(59) != 2 triggerall = Var(30) = 1 trigger1 = (Pos Y >= 0) && (Vel Y > 0) ;--------------------------------------------------------------------------- ; Medium Foward Recovery Roll [State -1] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_f_roll_m" triggerall = alive = 1 trigger1 = stateno = 5080 v = 30 value = 2 [State -1] type = ChangeState value = 832 triggerall = Var(59) != 2 triggerall = Var(30) = 2 trigger1 = (Pos Y >= 0) && (Vel Y > 0) ;--------------------------------------------------------------------------- ; Far Foward Recovery Roll [State -1] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_f_roll_f" triggerall = alive = 1 trigger1 = stateno = 5080 v = 30 value = 3 [State -1] type = ChangeState value = 840 triggerall = Var(59) != 2 triggerall = Var(30) = 3 trigger1 = (Pos Y >= 0) && (Vel Y > 0) ;--------------------------------------------------------------------------- ; Near Backward Recovery Roll [State -1] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_sweep_b_roll_n" triggerall = alive = 1 trigger1 = stateno = 5080 v = 30 value = 4 [State -1] type = ChangeState value = 850 triggerall = Var(59) != 2 triggerall = Var(30) = 4 trigger1 = (Pos Y >= 0) && (Vel Y > 0) ;--------------------------------------------------------------------------- ; Medium Backward Recovery Roll [State -1] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_sweep_b_roll_m" triggerall = alive = 1 trigger1 = stateno = 5080 v = 30 value = 5 [State -1] type = ChangeState value = 855 triggerall = Var(59) != 2 triggerall = Var(30) = 5 trigger1 = (Pos Y >= 0) && (Vel Y > 0) ;--------------------------------------------------------------------------- ; Far Backward Recovery Roll [State -1] type = VarSet triggerall = Var(59) != 2 triggerall = command = "ac_sweep_b_roll_f" triggerall = alive = 1 trigger1 = stateno = 5080 v = 30 value = 6 [State -1] type = ChangeState value = 860 triggerall = Var(59) != 2 triggerall = Var(30) = 6 trigger1 = (Pos Y >= 0) && (Vel Y > 0) ;--------------------------------------------------------------------------- ;------------------------ Lie Down Recovery Roll --------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Lie Down Forward Recovery Roll [State -1] type = ChangeState value = 832 triggerall = Var(59) != 2 triggerall = command = "holdfwd" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5080 ;--------------------------------------------------------------------------- ; Lie Down Backward Recovery Roll [State -1] type = ChangeState value = 855 triggerall = Var(59) != 2 triggerall = command = "holdback" triggerall = time = 1 triggerall = life > 0 trigger1 = stateno = 5080
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