The short story is, I had to take a deep. deep dive to even find this one. There's a problem with it though. Whenever you go and try to play as the character, the AI immediately takes control of it and sets the difficulty of the character to automatically max out the difficulty possible by Mugen, making it uncontrollable and unbeatable.
Now, does anyone here know if it's possible somewhere in the files of the character's folder to turn off the automatic AI control? I've never ran across a character that had settings like this before. Mind you, I found this character on some offshore archived site from a server located somewhere in Korea and all of the language (including the files of the character) are in Japanese, besides the name of the character, which is Ninta.
Has anyone else run into this character and the problem therein, and know of a solution? If so, then please let me know. Thank you.
Any character created in MUGEN can be edited, in this case, in the code, regardless of the language of the creator. The "language" of MUGEN is the code; the language doesn't matter. You may be seeing "letters" in the language of the content creator that are notes or comments, but that doesn't affect its functionality.
What should you do to disable the AI? You need to share the character so we can help you. Remember, everyone codes as best they can and understand, so we won't know until we see the code.
Alright. I don't mind sharing the character. I know next to nothing about the history of this character though, so hopefully it's okay to share it. If not, then feel free to remove the link.
Thanks for responding. Almost 95% of users don't respond to this forum after answering their questions. However, you are a user who demonstrates courtesy and kindness in using a discussion forum. Congratulations on your actions.
I personally appreciate you sharing your research, but I'm a bit paranoid about what I download from the Internet and I don't usually download content, so unfortunately, I won't be downloading the file.
But I can help you by guiding you if you decide to edit the code. It will probably be 1 or 2 or maybe 30 variables that they used for the AI, but they usually set it to some negative state for its activation.
Alright, so deep diving into this, the controls for the ai seem to be in the cmd file, however, there's like 2,000 lines of code or something, and some of it is in japanese lol. What should be changed to turn off automatic ai?
Here's the code just in case it's needed, this is only half the code btw...
;---|AI Commands|-----------------------------------------------------------
[Command]
Name = "AI_00"
Command = a, a
Time = 0
[Command]
Name = "AI_01"
Command = a, b
Time = 0
[Command]
Name = "AI_02"
Command = a, c
Time = 0
[Command]
Name = "AI_03"
Command = a, x
Time = 0
[Command]
Name = "AI_04"
Command = a, y
Time = 0
[Command]
Name = "AI_05"
Command = a, z
Time = 0
[Command]
Name = "AI_06"
Command = a, s
Time = 0
[Command]
Name = "AI_07"
Command = b, a
Time = 0
[Command]
Name = "AI_08"
Command = b, b
Time = 0
[Command]
Name = "AI_09"
Command = b, c
Time = 0
[Command]
Name = "AI_10"
Command = b, x
Time = 0
[Command]
Name = "AI_11"
Command = b, y
Time = 0
[Command]
Name = "AI_12"
Command = b, z
Time = 0
[Command]
Name = "AI_13"
Command = b, s
Time = 0
[Command]
Name = "AI_14"
Command = c, a
Time = 0
[Command]
Name = "AI_15"
Command = c, b
Time = 0
[Command]
Name = "AI_16"
Command = c, c
Time = 0
[Command]
Name = "AI_17"
Command = c, x
Time = 0
[Command]
Name = "AI_18"
Command = c, y
Time = 0
[Command]
Name = "AI_19"
Command = c, z
Time = 0
[Command]
Name = "AI_20"
Command = c, s
Time = 0
[Command]
Name = "AI_21"
Command = x, a
Time = 0
[Command]
Name = "AI_22"
Command = x, b
Time = 0
[Command]
Name = "AI_23"
Command = x, c
Time = 0
[Command]
Name = "AI_24"
Command = x, x
Time = 0
[Command]
Name = "AI_25"
Command = x, y
Time = 0
[Command]
Name = "AI_26"
Command = x, z
Time = 0
[Command]
Name = "AI_27"
Command = x, s
Time = 0
[Command]
Name = "AI_28"
Command = y, a
Time = 0
[Command]
Name = "AI_29"
Command = y, b
Time = 0
[Command]
Name = "AI_30"
Command = y, c
Time = 0
[Command]
Name = "AI_31"
Command = y, x
Time = 0
[Command]
Name = "AI_32"
Command = y, y
Time = 0
[Command]
Name = "AI_33"
Command = y, z
Time = 0
[Command]
Name = "AI_34"
Command = y, s
Time = 0
[Command]
Name = "AI_35"
Command = s, a
Time = 0
[Command]
Name = "AI_36"
Command = s, b
Time = 0
[Command]
Name = "AI_37"
Command = s, c
Time = 0
[Command]
Name = "AI_38"
Command = s, x
Time = 0
[Command]
Name = "AI_39"
Command = s, y
Time = 0
[Command]
Name = "AI_40"
Command = s, z
Time = 0
[Command]
Name = "AI_41"
Command = s, s
Time = 0
[Command]
Name = "AI_42"
Command = U, U
Time = 0
[Command]
Name = "AI_43"
Command = U, F
Time = 0
[Command]
Name = "AI_44"
Command = U, D
Time = 0
[Command]
Name = "AI_45"
Command = U, B
Time = 0
[Command]
Name = "AI_46"
Command = F, U
Time = 0
[Command]
Name = "AI_47"
Command = F, F
Time = 0
[Command]
Name = "AI_48"
Command = F, D
Time = 0
[Command]
Name = "AI_49"
Command = F, B
Time = 0
;==========================================================================
; R } h ֘A t @ C
;==========================================================================
[Command]
name = " ŋ ^ c } L ˂ "
command = D, DF, F, D, DF, F, a
time = 50
[Command]
name = " ˌ ԗ "
command = D, DF, F, D, DF, F, x
time = 50
[Command]
name = " X [ p [ g A ^ b N ̏p"
command = D, DB, B, D, DB, B, a
time = 50
;-| Double Tap |-----------------------------------------------------------
; _ b V
[Command]
name = "FF"
command = F, F
time = 10
; o b N
[Command]
name = "BB";Required (do not remove)
command = B, B
time = 10
; _ b V
[Command]
name = "AFF" ; Z ̖ O Ŏg
command = ~F, F ; R } h
time = 10 ; ͎ t
; 낾 I I
[Command]
name = " 낾 I I"
command = D, D, x
time = 15
; ゾ I I
[Command]
name = " ゾ I I"
command = D, D, y
time = 15
; 傢 ゾ I I
[Command]
name = " 傢 ゾ I I"
command = D, D, z
time = 15
; 낾 I I
;[Command]
;name = " Ƃ "
;command = D, D, x, a, a, a, a, a, a, a, a, a, a, a, a,
;time = 1
[Command]
name = " c g ̏p1"
command = D, D, a
time = 30
[Command]
name = " c g ̏p2"
command = D, D, b
time = 30
[Command]
name = " c g ̏p3"
command = D, D, c
time = 30
[Command]
name = " E ^ c } L ˂ "
command = B, F, a
time = 30
[Command]
name = " E ^ c } L ˂ "
command = B, F, b
time = 30
[Command]
name = " E ^ c } L ˂ "
command = B, F, c
time = 30
[Command]
name = " ^ c } L ˂ "
command = B, F, a
time = 30
[Command]
name = " ^ c } L ˂ "
command = B, F, b
time = 30
[Command]
name = " ^ c } L ˂ "
command = B, F, c
time = 30
[Command]
name = " c o a "
command = D, DF, F, a
time = 30
[Command]
name = " c o a "
command = D, DF, F, b
time = 30
[Command]
name = " c o a "
command = D, DF, F, c
time = 30
[Command]
name = " R 肠 "
command = F, DF, D, x
time = 40
[Command]
name = " R 肠 "
command = F, DF, D, y
time = 40
[Command]
name = " R 肠 "
command = F, DF, D, z
time = 40
[Command]; L Z
name = " ^ c } L ͂ "
command = a+x
time = 15
[Command]; L Z
name = " ^ c } L ͂ "
command = a+x
time = 15
[Command]
name = " ^ c } L b N"
command = D, DB, B, x
time = 30
[Command]
name = " ^ c } L b N"
command = D, DB, B, y
time = 30
[Command]
name = " ^ c } L b N"
command = D, DB, B, z
time = 30
[Command]
name = " ^ c } L b N1"
command = D, x
time = 30
[Command]
name = " ^ c } L b N2"
command = D, y
time = 30
[Command]
name = " ^ c } L b N3"
command = D, z
time = 30
;-| 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_x"
command = /F,x
time = 1
[Command]
name = "fwd_y"
command = /F,y
time = 1
[Command]
name = "downfwd_a"
command = /DF,a
time = 1
[Command]
name = "downfwd_b"
command = /DF,b
time = 1
[Command]
name = "back_x"
command = /B,x
time = 1
[Command]
name = "back_a"
command = /B,a
time = 1
[Command]
name = "back_b"
command = /B,b
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 = /$D,c
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_ab"
command = /F, a+b
time = 1
[Command]
name = "back_ab"
command = /B, a+b
time = 1
;-| U { ^ ςȂ |-----------------------------------------------
[Command]
name = "hold_med"
command = /b
time = 1
[Command]
name = "hold_med"
command = /a
time = 1
[Command]
name = "hold_med"
command = /a+b
time = 1
[Command]
name = "hold_med"
command = /c
time = 1
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_x"
command = /y
time = 1
;-| L [ |-----------------------------------------------------------------
[Command]
name = "holdfwd" ; K { R } h
command = /$F
time = 1
[Command]
name = "holdback" ; K { R } h
command = /$B
time = 1
[Command]
name = "holdup" ; K { R } h
command = /$U
time = 1
[Command]
name = "holddown" ; K { R } h
command = /$D
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
[Command]
name = "u"
command = $U
time = 1
[Command]
name = "uu"
command = /$U
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
[Command]
name = "f_a"
command = F, a
time = 15
[Command]
name = "f_b"
command = F, b
time = 15
[Command]
name = "f_c"
command = F, c
time = 15
[Command]
name = " "
command = s
time = 15
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
; R } h s i D 揇 ʂ ̂ ɕ\ L j
;===========================================================================
;---------------------------------------------------------------------------
; O _ b V
[State -1]
type = ChangeState
value = 100
triggerall = var(59)<=0
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl = 1
;---------------------------------------------------------------------------
; o b N X e b v
[State -1]
type = ChangeState
value = 105
triggerall = var(59)<=0
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl = 1
;Air Run Fwd
; _ b V
[State -1, Air Run Fwd]
type = ChangeState
value = 111 ; ԍ X e [ g Ŏg
triggerall = var(59)<=0
trigger1 = command = "AFF" ; R } h ͂ ꂽ Ƃ
trigger1 = statetype = A ; ̂Ƃ
trigger1 = ctrl ; R g [ \ ̂Ƃ
;---------------------------------------------------------------------------
;==============================================================================
;===========================================================================
; @ K E Z
;===========================================================================
;-------------------------------------------------------------
g ̏p
[State -1]
type = ChangeState
value = 4500
triggerall = var(59)<=0
triggerall = power >= 1000
triggerall = command = " X [ p [ g A ^ b N ̏p"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = stateno != [2000,4500) ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = stateno != [500,650) ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = movecontact ; U ɐG Ă 鎞 i q b g E K [ h j
ŋ ^ c } L ˂
[State -1]
type = ChangeState
value = 2000
triggerall = var(59)<=0
triggerall = power >= 1000
triggerall = command = " ŋ ^ c } L ˂ "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA, HA ; ́uHitDef ̈ꕔ ̍U v o Ă 鎞 i e v [ g Q Ɓj
trigger2 = stateno != [2000,4500) ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = movecontact ; U ɐG Ă 鎞 i q b g E K [ h j
ˌ ԗ
[State -1]
type = ChangeState
value = 2001
triggerall = var(59)<=0
triggerall = power >= 1000
triggerall = command = " ˌ ԗ "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger2 = hitdefattr = SC, NA, SA, HA ; ́uHitDef ̈ꕔ ̍U v o Ă 鎞 i e v [ g Q Ɓj
trigger2 = stateno != [2000,4500) ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = movecontact ; U ɐG Ă 鎞 i q b g E K [ h j
;---------------------------------------------------------------------------
;-------------------------------------------------------------
; c g ̏p1
[State -1]
type = ChangeState
value = 1300
triggerall = var(59)<=0
triggerall = command = " c g ̏p1"
trigger1 = statetype != A
trigger1 = ctrl = 1
; c g ̏p
[State -1]
type = ChangeState
value = 1301
triggerall = var(59)<=0
triggerall = command = " c g ̏p2"
trigger1 = statetype != A
trigger1 = ctrl = 1
; c g ̏p
[State -1]
type = ChangeState
value = 1302
triggerall = var(59)<=0
triggerall = command = " c g ̏p3"
trigger1 = statetype != A
trigger1 = ctrl = 1
; 낾 I I
[State -1]
type = ChangeState
value = 1279
triggerall = var(59)<=0
triggerall = command = " 낾 I I"
trigger1 = statetype != A
trigger1 = ctrl = 1
;trigger1 = var(1)
; ゾ I I
[State -1]
type = ChangeState
value = 1200
triggerall = var(59)<=0
triggerall = command = " ゾ I I"
trigger1 = statetype != A
trigger1 = ctrl = 1
;trigger1 = var(1)
; 傢 ゾ I I
[State -1]
type = ChangeState
value = 1201
triggerall = var(59)<=0
triggerall = command = " 傢 ゾ I I"
trigger1 = statetype != A
trigger1 = ctrl = 1
;trigger1 = var(1)
[State -1, ϐ ̗ P]; K E Z ̔ Z b g
type = VarSet
trigger1 = 1
var(3) = 0 ; ϐ p p [ ^ ̋L q @ ̂P i ̂Q ́u v ̃X e [ g ɂāj
[State -1, ϐ ̗ Q]; K E Z ̔ ` F b N
type = VarSet
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [500,502]) || (stateno = [630,650])
trigger2 = movecontact
var(3) = 1
;---------------------------------------------------------------------------
; E ^ c } L ˂
[State -1]
type = ChangeState
value = 6004
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " E ^ c } L ˂ "
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = var(3)
; E ^ c } L ˂
[State -1]
type = ChangeState
value = 6005
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " E ^ c } L ˂ "
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = var(3)
; E ^ c } L ˂
[State -1]
type = ChangeState
value = 6006
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " E ^ c } L ˂ "
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = var(3)
;-----------------------------------------------------------------------
[State -1, ϐ ̗ P]; K E Z ̔ Z b g
type = VarSet
trigger1 = 1
var(1) = 0 ; ϐ p p [ ^ ̋L q @ ̂P i ̂Q ́u v ̃X e [ g ɂāj
[State -1, ϐ ̗ Q]; K E Z ̔ ` F b N
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 401 ;
trigger2 = stateno != 402 ;
trigger2 = movecontact
var(1) = 1
;----------------------------------------------------------------------
;-----------------------------------------------------------------------
[State -1, ϐ ̗ P]; K E Z ̔ Z b g
type = VarSet
trigger1 = 1
var(4) = 0 ; ϐ p p [ ^ ̋L q @ ̂P i ̂Q ́u v ̃X e [ g ɂāj
[State -1, ϐ ̗ Q]; K E Z ̔ ` F b N
type = VarSet
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [652,654])
trigger2 = stateno != 401 ;
trigger2 = stateno != 402 ;
trigger2 = movecontact
var(4) = 1
;----------------------------------------------------------------------
; T } [ \ g
[State -1]
type = ChangeState
value = 652
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " R 肠 "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; T } [ \ g
[State -1]
type = ChangeState
value = 653
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " R 肠 "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; T } [ \ g
[State -1]
type = ChangeState
value = 654
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " R 肠 "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; ^ c } L ˂
[State -1]
type = ChangeState
value = 6001
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " ^ c } L ˂ "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; ^ c } L ˂
[State -1]
type = ChangeState
value = 6002
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " ^ c } L ˂ "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; ^ c } L ˂
[State -1]
type = ChangeState
value = 6003
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " ^ c } L ˂ "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; ^ c } L b N
[State -1]
type = ChangeState
value = 6510
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " ^ c } L b N"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; ^ c } L b N
[State -1]
type = ChangeState
value = 6511
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " ^ c } L b N"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; ^ c } L b N
[State -1]
type = ChangeState
value = 6512
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " ^ c } L b N"
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; ^ c } L b N
[State -1]
type = ChangeState
value = 6513
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " ^ c } L b N1"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = var(3)
; ^ c } L b N
[State -1]
type = ChangeState
value = 6513
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " ^ c } L b N2"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 = var(3)
; ^ c } L b N
[State -1]
type = ChangeState
value = 6513
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " ^ c } L b N3"
trigger1 = statetype = A
trigger1 = ctrl = 1
trigger1 =var(3)
;-------------------------------------------------------------
; c o a
[State -1]
type = ChangeState
value = 1000
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " c o a "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; c o a
[State -1]
type = ChangeState
value = 1001
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " c o a "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
; c o a
[State -1]
type = ChangeState
value = 1002
triggerall = var(59)<=0
triggerall = NumProj = 0
triggerall = command = " c o a "
trigger1 = statetype != A
trigger1 = ctrl = 1
trigger1 = var(1)
;[State -2, ϐ ̗ P]; K E Z ̔ Z b g
;type = VarSet
;trigger1 = GameTime = 1
;var(10) = 1 ; ϐ p p [ ^ ̋L q @ ̂P i ̂Q ́u v ̃X e [ g ɂāj
;IgnoreHitPause = 1
;Persistent = 0
;---------------------------------------------------------------------------
; 炢 L Z ^ c } L ͂
[State -1]
persistent = 0
type = ChangeState
persistent = 0
value = 4411
TriggerAll = Var(59)<= 0
triggerall = var(10) = 0
triggerall = command = " ^ c } L ͂ "
triggerall = life < lifemax / 2
triggerall = statetype = A
triggerall = alive = 1
trigger1 = stateno = [154,155]
trigger2 = stateno = 5020
persistent = 0
;---------------------------------------------------------------------------
; 炢 L Z ^ c } L ͂
[State -1]
persistent = 0
type = ChangeState
persistent = 0
value = 4410
persistent = 0
TriggerAll = Var(59)<= 0
triggerall = var(10) = 0
triggerall = command = " ^ c } L ͂ "
triggerall = life < lifemax / 2
triggerall = statetype != A
triggerall = alive = 1
trigger1 = stateno = [150,153]
trigger2 = stateno = [5000,5011]
persistent = 0
;===========================================================================
; @ ʏ Z
;===========================================================================
;------------------------------------------------------------------------------
; a a 蕑
[State -1, Seoi Throw]
type = ChangeState
value = 800
triggerall = var(59)<=0
triggerall = statetype = S
triggerall = ctrl
triggerall = StateNo != 100
trigger1 = command = "fwd_b"
trigger1 = P2BodyDist X < 10
trigger1 = ((P2StateType = S) || (P2StateType = C))
trigger1 = P2MoveType != H
trigger2 = command = "back_x"
trigger2 = P2BodyDist X < 13
trigger2 = ((P2StateType = S) || (P2StateType = C))
trigger2 = P2MoveType != H
;;-------------------------------------------------------------
;-------------------------------------------------------------
; a
[State -1]
type = ChangeState
value = 200
triggerall = var(59)<=0
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = time > 6
trigger3 = (stateno = 240) && time > 5
; a
[State -1]
type = ChangeState
value = 210
triggerall = var(59)<=0
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 240) && time > 6
; a
[State -1]
type = ChangeState
value = 230
triggerall = var(59)<=0
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = 200) && time > 5
trigger3 = (stateno = 240) && time > 6
trigger4 = (stateno = 210) && time > 6
trigger5 = (stateno = 241) && time > 6
; R
[State -1]
type = ChangeState
value = 240
triggerall = var(59)<=0
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = stateno = 200
trigger2 = time > 6
trigger3 = stateno = 240
trigger3 = time > 6
; R
[State -1]
type = ChangeState
value = 241
triggerall = var(59)<=0
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = 240) && time > 5
trigger3 = (stateno = 200) && time > 6
; R
[State -1]
type = ChangeState
value = 242
triggerall = var(59)<=0
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = (stateno = 240) && time > 5
trigger3 = (stateno = 200) && time > 6
trigger4 = (stateno = 210) && time > 6
trigger5 = (stateno = 241) && time > 6
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Ⴊ ݎ a
[State -1]
type = ChangeState
value = 410
triggerall = var(59)<=0
triggerall = command = "a"
triggerall = command = "holddown"
trigger1 = statetype = C
trigger1 = ctrl = 1
trigger2 = (stateno = 410) || (stateno = 400)
;===========================================================================
; R } h s i D 揇 ʂ ̂ ɕ\ L j
;===========================================================================
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;==============================================================================
;===========================================================================
; @ K E Z
;===========================================================================
; 炢 L Z ^ c } L ͂
[State -1]
type = ChangeState
persistent = 0
value = 4411
persistent = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = stateno != [2000,2001]
triggerall = var(10) = 0
triggerall = stateno != 4500
triggerall = P2statetype != L
triggerall = statetype = A
triggerall = life < lifemax / 4
trigger1 = P2BodyDist X = [0,100]
trigger1 = stateno = [154,155]
trigger2 = backedgebodydist < 45
trigger2 = P2BodyDist X = [0,100]
trigger2 = stateno = [5020,5030]
trigger3 = P2BodyDist X = [0,100]
trigger3 = stateno = [5020,5030]
trigger4 = backedgebodydist < 45
trigger4 = P2BodyDist X = [0,100]
trigger4 = stateno = [154,155]
;-------------------------------------------------------------
; 炢 L Z ^ c } L ͂
[State -1]
type = ChangeState
persistent = 0
value = 4410
persistent = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = var(10) = 0
triggerall = stateno != [2000,2001]
triggerall = stateno != 4500
triggerall = P2statetype != L
triggerall = statetype != A
triggerall = life < lifemax / 4
trigger1 = P2BodyDist X = [0,100]
trigger1 = stateno = [150,153]
trigger2 = backedgebodydist < 45
trigger2 = P2BodyDist X = [0,100]
trigger2 = stateno = [5000,5011]
trigger3 = P2BodyDist X = [0,100]
trigger3 = stateno = [5000,5011]
trigger4 = backedgebodydist < 45
trigger4 = P2BodyDist X = [0,100]
trigger4 = stateno = [150,153]
g ̏p
[State -1, 3]
type = ChangeState
value = 4500
triggerall = power >= 1000
triggerall = var(59)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
triggerall = statetype != A
triggerall = stateno != [4410,4411]
trigger1 = stateno != [2000,4500] ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger1 = p2bodydist X = [30,80] ; 肪30 `50 ̋ ɂ
trigger1 = ctrl = 1
trigger1 = Random <= 349
trigger2 = stateno != [2000,4500] ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = stateno != [500,650] ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = movecontact ; U ɐG Ă 鎞 i q b g E K [ h j
trigger2 = Random <= 349
ŋ ^ c } L ˂
[State -1, 2]
type = ChangeState
value = 2000
triggerall = power >= 1000
triggerall = var(59)>0 && roundstate = 2
triggerall = p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
triggerall = statetype != A
triggerall = stateno != [4410,4411]
trigger1 = p2bodydist X = [30,80] ; 肪30 `50 ̋ ɂ
trigger1 = ctrl = 1
trigger1 = stateno != [2000,4500] ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger1 = Random <= 349
trigger2 = hitdefattr = SC, NA, SA, HA ; ́uHitDef ̈ꕔ ̍U v o Ă 鎞 i e v [ g Q Ɓj
trigger2 = stateno != [2000,4500] ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = movecontact ; U ɐG Ă 鎞 i q b g E K [ h j
trigger2 = Random <= 349
ˌ ԗ
[State -1 , 1]
type = ChangeState
value = 2001
triggerall = power >= 1000
triggerall = var(59)>0 && roundstate = 2
triggerall = p2statetype != A && p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
triggerall = statetype != A
triggerall = stateno != [4410,4411]
trigger1 = p2bodydist X = [30,80] ; 肪30 `50 ̋ ɂ
trigger1 = ctrl = 1
trigger1 = Random <= 349
trigger1 = stateno != [2000,4500] ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = hitdefattr = SC, NA, SA, HA ; ́uHitDef ̈ꕔ ̍U v o Ă 鎞 i e v [ g Q Ɓj
trigger2 = stateno != [2000,4500] ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = movecontact ; U ɐG Ă 鎞 i q b g E K [ h j
trigger2 = Random <= 349
; K [ h
;[State -1, guard]
;type = ChangeState
;value = 120
;triggerall = var(59)>0 && roundstate = 2
;triggerall = ctrl && stateno != [120,155]
;triggerall = stateno != 100
;trigger1 = p2movetype = A || enemynear,movetype = A || InGuardDist
;trigger1 = stateno != 100
;trigger1 = random <= 300
;trigger2 = p2movetype = A || enemynear,movetype = A || InGuardDist
;trigger2 = stateno != 100
;trigger2 = P2BodyDist X >= 20 || statetype = A
;trigger2 = random <= 300
;trigger3 = p2movetype = A || enemynear,movetype = A || InGuardDist || enemynear,NumProj != 0
;trigger3 = random <= 300
;trigger3 = stateno != 100
; p E W v
;[State -1, jump]
;type = ChangeState
;value = 40
;triggerall = var(59)>0 && roundstate = 2
;triggerall = statetype != A && ctrl
trigger1 = p2statetype = A
;trigger1 = P2BodyDist X = [0,100]
;trigger1 = enemynear,vel Y = [-1,1]
;trigger2 = p2statetype != A
;trigger2 = p2bodydist X >= 40
;trigger2 = enemynear,NumProj != 0
;trigger2 = random <= 800
;trigger3 = p2statetype != A && enemynear,HitDefAttr = SC,NT,ST,HT
;trigger3 = random <= 700 && P2BodyDist X = [-20,80]
;ctrl = 1
; a a 蕑
[State -1, Seoi Throw]
type = ChangeState
value = 800
triggerall = var(59)>0 && roundstate = 2
triggerall = statetype = S
triggerall = ctrl
triggerall = StateNo != 100
triggerall = stateno != [2000,2001]
triggerall = stateno != 4500
triggerall = p2statetype != A && p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
trigger1 = ctrl = 1
trigger1 = p2bodydist X = [0,10] ; 肪30 `50 ̋ ɂ
trigger1 = p2bodydist Y = 0
trigger1 = P2MoveType != H
trigger1 = P2MoveType != A
trigger1 = Random <= 849
;trigger2 = command = "back_x"
;trigger2 = P2BodyDist X < 10
;trigger2 = ((P2StateType = S) || (P2StateType = C))
;trigger2 = P2MoveType != H
;trigger2 = P2MoveType != A
;trigger2 = Random <= 749
; T } [ \ g
[State -1, a]
type = ChangeState
value = 654
triggerall = NumProj = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = p2statetype = A ; 肪 n ŁA _ E Ă Ȃ
trigger1 = ctrl ; R g [ \
trigger1 = p2bodydist X = [0,40] ; 肪30 `50 ̋ ɂ
trigger1 = Random <= 549
trigger1 = statetype != A
trigger1 = var(1)
trigger2 = ctrl ; R g [ \
trigger2 = p2bodydist Y = [-80,-160] ; 肪30 `50 ̋ ɂ
trigger2 = Random <= 549
trigger2 = statetype != A
trigger2 = var(1)
; T } [ \ g
[State -1, a]
type = ChangeState
value = 652
triggerall = NumProj = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
trigger1 = ctrl ; R g [ \
;trigger1 = p2bodydist X = [10,40] ; 肪30 `50 ̋ ɂ
;trigger1 = Random <= 549
;trigger1 = statetype != A
;trigger1 = var(1)
trigger1 = ctrl ; R g [ \
trigger1 = p2bodydist Y = [0,-45] ; 肪30 `50 ̋ ɂ
trigger1 = Random <= 549
trigger1 = statetype != A
trigger1 = var(1)
; T } [ \ g
[State -1, a]
type = ChangeState
value = 653
triggerall = NumProj = 0
triggerall = var(59)>0 && roundstate = 2
triggerall = p2statetype = A && p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
;trigger1 = ctrl ; R g [ \
;trigger1 = p2bodydist X = [10,40] ; 肪30 `50 ̋ ɂ
;trigger1 = Random <= 549
;trigger1 = statetype != A
;trigger1 = var(1)
trigger1 = ctrl ; R g [ \
trigger1 = p2bodydist Y = [-45,-80] ; 肪30 `50 ̋ ɂ
trigger1 = Random <= 549
trigger1 = statetype != A
trigger1 = var(1)
; Ⴊ a
[State -1, a]
type = ChangeState
value = 440
triggerall = var(59)>0 && roundstate = 2
triggerall = command = "holddown"
triggerall = stateno != [2000,2001]
triggerall = stateno != 4500
triggerall = p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
triggerall = statetype != A
trigger1 = ctrl ; R g [ \
trigger1 = p2bodydist Y = [0,-100] ; 肪30 `50 ̋ ɂ
trigger1 = p2bodydist X = [0,80]
trigger1 = p2statetype = A
trigger1 = Random <= 749
trigger2 = hitdefattr = SC, NA, SA, HA ; ́uHitDef ̈ꕔ ̍U v o Ă 鎞 i e v [ g Q Ɓj
trigger2 = stateno != [2000,4500) ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = movecontact ; U ɐG Ă 鎞 i q b g E K [ h j
trigger2 = Random <= 549
trigger2 = ctrl
trigger3 = stateno = 430 && movecontact
trigger3 = p2bodydist X = [0,80]
trigger4 = p2bodydist Y = [0,-80] ; 肪30 `50 ̋ ɂ
trigger4 = p2bodydist X = [0,80]
trigger4 = Random <= 749
trigger4 = ctrl
; ^ c } L b N
[State -1]
type = ChangeState
value = 6513
triggerall = var(59)>0 && roundstate = 2
triggerall = p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
triggerall = statetype = A
triggerall = stateno != [2000,2001]
triggerall = stateno != 4500
trigger1 = ctrl = 1
trigger1 = p2bodydist Y = [0,200] ; 肪30 `60 ̋ ɂ
trigger1 = p2bodydist X = [0,60] ; 肪30 `60 ̋ ɂ
;trigger2 = stateno = 1200 ; ݂̃X e [ g u3050 ȏ A3100 v ̊Ԃ̂ǂꂩ ȏꍇ
trigger2 = p2bodydist X = [0,30] ; 肪30 `60 ̋ ɂ
trigger2 = p2bodydist Y = [10,200] ; 肪30 `60 ̋ ɂ
trigger2 = Random <= 300
trigger2 = ctrl = 1
; ^ c } L b N
[State -1]
type = ChangeState
value = 6513
triggerall = var(59)>0 && roundstate = 2
triggerall = p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
triggerall = statetype = A
triggerall = stateno != [2000,2001]
triggerall = stateno != 4500
trigger1 = ctrl = 1
trigger1 = p2bodydist Y = [0,200] ; 肪30 `60 ̋ ɂ
trigger1 = p2bodydist X = [0,60] ; 肪30 `60 ̋ ɂ
trigger1 = Random <= 349
; ^ c } L b N
[State -1]
type = ChangeState
value = 6513
triggerall = var(59)>0 && roundstate = 2
triggerall = p2statetype != L ; 肪 n ŁA _ E Ă Ȃ
triggerall = statetype = A
triggerall = stateno != [2000,2001]
triggerall = stateno != 4500
trigger1 = ctrl = 1
trigger1 = p2bodydist Y = [0,200] ; 肪30 `60 ̋ ɂ
trigger1 = p2bodydist X = [0,60] ; 肪30 `60 ̋ ɂ
trigger1 = Random <= 349
; O _ b V
[State -1, a]
type = ChangeState
value = 100
triggerall = var(59)>0 && roundstate = 2
triggerall = command != "FF"
trigger1 = p2bodydist X = [85,300] ; 肪30 `60 ̋ ɂ
trigger1 = statetype = S
trigger1 = ctrl = 1
trigger2 = p2statetype != A
trigger2 = p2bodydist X >= 40
trigger2 = enemynear,NumProj != 0
;trigger2 = random <= 800
trigger2 = ctrl = 1
;---------------------------------------------------------------------------
; o b N X e b v
;[State -1, a]
;type = ChangeState
;value = 105
;triggerall = var(59)>0 && roundstate = 2
;triggerall = command != "BB"
;trigger1 = p2bodydist X < 50 ; 肪30 `60 ̋ ɂ
;trigger1 = P2MoveType = A
;trigger1 = statetype = S
;trigger1 = ctrl = 1
;Air Run Fwd
; _ b V
[State -1, Air Run Fwd]
type = ChangeState
value = 111 ; ԍ X e [ g Ŏg
triggerall = var(59)>0 && roundstate = 2
triggerall = p2bodydist X > 100
triggerall = statetype = A
triggerall = command != "AFF"
trigger1 = statetype = A ; ̂Ƃ
trigger1 = ctrl ; R g [ \ ̂Ƃ
;-----------------------------------------------------------------------
[State -1, ϐ ̗ P]; K E Z ̔ Z b g
type = VarSet
trigger1 = 1
var(1) = 0 ; ϐ p p [ ^ ̋L q @ ̂P i ̂Q ́u v ̃X e [ g ɂāj
[State -1, ϐ ̗ Q]; K E Z ̔ ` F b N
type = VarSet
trigger1 = statetype != A
trigger1 = ctrl
trigger2 = (stateno = [200,299]) || (stateno = [400,499])
trigger2 = stateno != 401 ;
trigger2 = stateno != 402 ;
trigger2 = movecontact
var(1) = 1
;----------------------------------------------------------------------
;-----------------------------------------------------------------------
[State -1, ϐ ̗ P]; K E Z ̔ Z b g
type = VarSet
trigger1 = 1
var(4) = 0 ; ϐ p p [ ^ ̋L q @ ̂P i ̂Q ́u v ̃X e [ g ɂāj
[State -1, ϐ ̗ Q]; K E Z ̔ ` F b N
type = VarSet
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [652,654])
trigger2 = stateno != 401 ;
trigger2 = stateno != 402 ;
trigger2 = movecontact
var(4) = 1
;----------------------------------------------------------------------
[State -1, ϐ ̗ P]; K E Z ̔ Z b g
type = VarSet
trigger1 = 1
var(3) = 0 ; ϐ p p [ ^ ̋L q @ ̂P i ̂Q ́u v ̃X e [ g ɂāj
[State -1, ϐ ̗ Q]; K E Z ̔ ` F b N
type = VarSet
trigger1 = statetype = A
trigger1 = ctrl
trigger2 = (stateno = [500,502]) || (stateno = [630,650])
trigger2 = movecontact
var(3) = 1
Okay, just checking without knowing anything else, possibly variable 59 is the AI trigger. One option would be to find the state that sends it to execution. It should be in a state of -2 or -3. You can eliminate that state and see what happens, obviously also the related issues, whether it could be cumbersome or easy depending on the coding.
You could also eliminate the example declaration line by line:
Okay so, I found a 59 variable looking like this...
Am I supposed to change the value at the bottom to 0 to turn it off?
I only found one -2 state in all the coding but it seems to be behind a ";" which usually indicates that the code is inactive, at least in all the other char and Mugen files it acts that way.
I also found two -3s
So do I change those -3s to 0 as well?
I don't mind this character having the possibility of AI, I just don't want the AI to automatically take over unless using the Mugen shortcut keys.
Also, every time I change something with the cmd file and try to play the character, Mugen crashes with this error...
Library error message: Died parsing command = "^c}L͂ւ«"
Error detected.
Undefined command label: "command".
If not misspelling in CNS, check CMD
Error parsing trigger1, 2
Error parsing [State 440, 1]
Error in [Statedef 4410]
Error in Ninta_n.cns:4330
Character mugenversion is older than this version of M.U.G.E.N.
Error loading chars/Ninta/Ninta.def
Error loading p1
Clipboard tail:
Versus screen init
End of versus screen loop
Game loop deinit
Gameflow 11
Loading match assets...
Loading stage...
Loading BG...OK
Stage loaded OK
Setting game resolution 640x480...OK
Allocating helpers...OK
Match RNG seed: 552929242
Reset persist vars team 0
Reset persist vars team 1
Loading character chars/Ninta/Ninta.def...
Loading info...Info: Ninta loading in pre-1.0 compatible mode
OK
Loading cmd command set Ninta.cmd...OK
Loading cns Ninta.cns...OK
Loading cns Ninta_st.cns...OK
Loading cns Ninta_n.cns...Character Ninta.def failed to load
However, whenever I try to change everything back, it still comes up with that same Mugen error until I reinstall the character. It's truly a weird character I seemed to have found...