![]() Trigger2 = command = "CommandThatIsInvalid" Causes an error since "CommandThatIsInvalid" is not a specified command Trigger1 = command = "ValidCommand" Checks if the "ValidCommand" command has been inputted *The, , and sections of the cmd file are loaded prior to the state data/code loading process, probably so that MUGEN can tell which uses of the command trigger are valid or not: When MUGEN is loading a character's states (, ), the following file types designated in the char's definition file's section are loaded in the following order: When this tag is added, MUGEN writes data to the file, though according to line 24 of kfm.def from M.U.G.E.N 1.0, it never seems to read the contents back as it says it is unused in the engine. The character sounds, in the M.U.G.E.N SND Format. The character animations, written in the AIR Format. For more information about coding states, please read M.U.G.E.N Documentation:CNS Format.Ī special state file that is loaded last in order to provide any missing states for the character from the character from the specified file, looking in the data/ or motif folder. cns, though M.U.G.E.N does not care about the file extension. These files contain the source code for the character, written in the CNS language. _ may be either blank or any number from 0 to 9, which means a character can have at most 11 st files listed in their. See M.U.G.E.N Documentation:Character Constants for more information.Ĭharacter states. See M.U.G.E.N Documentation:Commands for more information. ![]() The contains a list of source files for the character, including sprites, sound, animations, constants, and states.Ĭharacter command set. Clone engines, on the other hand, such as IKEMEN Go, have fixed this. In official M.U.G.E.N versions, the y parameter is ignored and just scales by the same value as x. Please see M.U.G.E.N Documentation:Coordinate Space Notes for more information. Local coordinate space width and height for the character. When a player chooses a character and palette on the select screen, if that palette has already been selected by the player or their opponent, then it will fall back on the next value in the pal.defaults. This can be read in-game and is used to more uniquely identify characters.ĭefault palettes, in order of preference. M.U.G.E.N will read and work with both, though M.U.G.E.N 1.0's backwards compatibility only goes back a few versions. Some authors update it with their characters, and others use it to keep track of when they started working on the character.ĭOS and beta versions of Windows M.U.G.E.N used a date for this field, but as of 1.0, was changed to a decimal number. This is used nowhere in-game, cannot be read in CNS, and seems to allow for any date or version format so M.U.G.E.N most likely does not read this value at all and exists merely for user convenience. Therefore, it is completely OK to use "Ultra Instinct Goku" for the name parameter, but the displayname should be "Goku". This is displayed in-game, so it is recommended to keep it short, unlike #name, which can be arbitrarily long. A common convention is to use "systemchar" e.g. This is not displayed in-game and is therefore used to uniquely identify a character. The section contains basic information about the character.
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