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Making a character? Don't know the code for a move you want? Look here for useful codes for making a DBZ mugen character. Note: the text in bold is the actual code - all other text is notes explaining what each part means.

Code 1: A Basic Fireball
The following code can be placed into the characters .cns file:

[Statedef 1000]
;this is the state number - it can be any number but for this example we will use 1000
type = S
movetype = A
physics = S
velset = 0,0,0
poweradd = -250 ;use this line if you want the fireball to cost 250 power - remove if you don't
ctrl = 0
anim = 1000 ;this is the animation of the fireball linked to an action in the .air file

[State 1000, 1] ;this contains information about the projectile
trigger1 = AnimElem = 2 ;this triggers when the fireball is released - in this case during the second part of the animation
projanim = 1005 ;the animation number of the projectile = action 1005 in the .air file
projhitanim = 1009 ;the animation for when the projectile hits = action 1009 in the .air file
projpriority = 1 ;how many projectiles of equal or lower priority it can cancel out
projremovetime = 100 ;how long the projectile stays in existance before disappearing
velocity = 3 ;how fast the projectile travels at
accel = 0 ;how fast the projectile accelerates - in this case it doesn't accelerate but stays a constant velocity
offset = 23, -54 ;coordinates for the projectiles creation
attr = S, SP ;attributes currently applied to the projectile
damage = 30,8 ;how much damage the projectile does - the second number is if it is blocked
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
;how long the game is paused for before the projectile is released
hitsound = 5,3 ;the sound played when the projectile hits a target (either player 2 or another projectile)
guardsound = 6,0 ;the sound played when the projectile is blocked
ground.type = low ;the hit animation that player two enters when hit on the ground
ground.slidetime = 15
;this determines how long the player is pushed back by the attack for
ground.hittime = 15
;this is the time the player is in the hit state for
ground.velocity = -5
;this is the speed at which the player is pushed back by the attack
air.animtype = low
;the hit animation that player two enters when hit in the air
air.velocity = -3,-3
;the speed at which player two is pushed back when hit in the air by the attack
air.juggle = 2
;how many times the move can juggle a character in the air before they hit the ground

[State 1000, 2] ;this ends the move and returns the player to a standing state
type = ChangeState
trigger1 = AnimTime = 0
;this indicates that the move ends when the animation ends
value = 0
;this is the state to change to - in this case 0 the standing state
ctrl = 1
;this reasserts player control over the character

The following code can be placed in the characters .cmd file:

[State -1] ;this indicates that the state is checked every game tick
type = ChangeState ;this is what the state does
value = 1000 ;this is what the ChangeState command changes the state to (in this case state 1000 - Fireball)
triggerall = command = "fireball" ;the command that must be inputed to trigger the fireball
trigger1 = statetype = S ;this means that it can only be done whilst standing (ie. no ducking or jumping fireballs)
trigger1 = ctrl = 1 ;this means that the player must have control to use the move (ie. can't be being hit etc.)