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Storm — Mugen character (Avengers vs. X-Men)

Introduction

Storm (Ororo Munroe) is a Marvel Comics mutant who controls weather. This release is built for Mugen 1.0 as part of the Avengers vs. X-Men style roster.

Original creators: Alucard and WhiteMagic2002 (Infinity Mugen Team — infinitymugenteam.com). Additional credits appear in storm_awm.def (Mazemerald; community edits noted in comments).

Story context (Avengers vs. X-Men): The Phoenix Force returns toward Earth; the X-Men and Avengers disagree over whether it means salvation or destruction for mutants and the world. Storm fights in that crossover tone alongside other AvX-themed characters.

Documentation index

Document Purpose
docs/log.md Version dates, bundled Storm_ReadMe.txt notes, and creator metadata
docs/TRANSLATION.md Archive of original non-English comments replaced with English in sources
Storm_ReadMe.txt Original packaged readme (notation, system, move list)

System architecture — fight mode

Engine and load order

Mugen reads storm_awm.def as the character definition. It wires:

  • Command file: storm.cmd — maps directional and button inputs to symbolic command names, then [Statedef -1] routes those commands to state numbers (specials, hypers, normals, movement).
  • Core states: storm.cns[Data], velocity, baseline states, normals, throws, jumps, and character-specific variables (documented in-file).
  • Common: common1.cns — shared Mugen/common states and [Statedef -3] logic that runs every tick (float/hover, explod cleanup, AI helper spawn, combo counter, guard routing when AI is active).
  • Extensions: storm2.cns, specials.cns, hypers.cns, other.cns, helpers.cns — modular state libraries for specials, supers, win/intro, and helper entities.
  • Animation / audio / palettes: storm.air, storm.sff, storm.snd, pal/px1.actpx6.act.
  • Arcade: Intro.def, Ending.def, Font.def for storyboard text and fonts.

AvX-style combat layer

  • Magic Series: Standing and crouching chains follow LP→MP→HP and LK→MK→HK; extended chains include LP→LK→MP→MK→HP. Air chains use LP→LK→MP→MK→HP (aerial rave).
  • Launcher: Down + heavy punch (D + HP) sends the opponent upward for air follow-ups.
  • OTG: Off-the-ground routes include D, DB, B + PP and D, DF, F + K (see bundled Storm_ReadMe.txt for exact notation).
  • Mobility: Forward run (F,F), back hop (B,B), super jump (D,U or after launcher), hover by holding Up in the air (implemented via velocity and state -3 rules in common1.cns), and air dash (forward air movement from air states; see storm.cmd for the active FF air variant and commented alternate PP+direction air-dash entries).

AI and “versus” behavior

  • Var(59): Distinguishes human control vs. AI difficulty scaling; when non-zero, [Statedef -3] spawns helpers AIconfig (ID 33000) and AIstart (ID 11990+player id) so the AI can read the opponent and pick normals, throws, and guards.
  • aihelper2.cns: Defines helper 33000 (AI configuration / opponent prediction) and counter-style routing so the character responds to P2 state, distance, and guard boxes — i.e. counter-party logic is implemented as distance checks, p2stateno, p2movetype, and helper variables, not as a separate “reaction” file per opponent.
  • Opponent-specific hooks: common1.cns includes an optional Cable Training stage explod; hypers.cns contains commented P2 state references for other AvX roster members (e.g. team super setups). General play uses standard HitDef / Projectile clash against any opponent.

Moves, states, and animations (summary)

Commands are defined in storm.cmd; states live mainly in specials.cns and hypers.cns. Animation numbers match [Statedef N] / anim = N unless a state swaps anim explicitly.

Specials

Move (display name) Typical input Primary states Role
Typhoon D, DF, F + P 1000–1005 (ground/air strengths) Projectile/helper-based wind attack; uses helper 1010 (“Typhoon”)
Hurricane (up typhoon) D, DB, B + P 1500–1501 / 71501 variants Anti-air / upward typhoon routes
Thunder D, DF, F + K 1600–1601 Ground vs air thunder; uses helper 1605 gate in cmd
Wind / “Flying” command D, DB, B + K (cmd: Flying) 1700 Movement / wind special; helper 1705 gate
Lightning Attack B, F + P 1997 Directional lunge; uses vars 8–10, 35 for sequencing

Hypers (1000 power unless noted)

Move Input Typical states Notes
Lightning Strike D, DF, F + KK 3000 Super pause, full-screen style attack; BG/portrait explods in hypers.cns use labels documented in TRANSLATION.md (formerly Portuguese)
Hail Storm D, DB, B + PP 3100 Ice/hail super; vars 23–28 for randomization and hit SFX
Rain Storm D, DB, B + KK 3300 Requires var(12) = 0 and no duplicate explod 3310
Lightning Storm D, DF, F + PP 3400 Beam-style super
Hyper Tornado alternate motions in cmd (commented / variant entries) Some cmd entries exist for compatibility; check active [State -1] blocks

Supers layer SuperPause, AfterImage, BGPalFx, and team-side Explod portrait layers (15605–15607 range) for cinematic presentation.

Normals and throws

  • Standing/crouching/air chains: states 200–650 range (see storm.cmd [Statedef -1] tail).
  • Throws: 800 (ground forward), 820 (kick throw variant in cmd), 880 (air); Prime Sentinels excluded by name check.

Animations (storm.air)

Sprite actions are grouped by action number (e.g. intros, win poses, 1000+ attack actions). Supers use long action sequences (e.g. 3000, 3100) with explods keyed to AnimElem timing in hypers.cns. Photo/portrait layers in the AIR file had Portuguese comments; see docs/TRANSLATION.md.


License

This readme and the docs/ markdown files are licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0): you may share and adapt them if you credit this documentation and use the same license for derivatives.

The Storm character assets (sprites, sounds, .cns / .cmd gameplay code as distributed by Infinity Mugen Team) remain fan works based on Marvel properties. Use and redistribution must respect the original authors’ terms and applicable intellectual property law. The documentation does not grant any license to Marvel trademarks or copyrighted material.

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