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Null (State Controller)

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Null is a state controller used by the M.U.G.E.N engine. Unlike other state controllers, the Null state controller has no required parameters, and accepts parameters used by all other state controllers.

The intended purpose of the Null controller is to disable other state controllers by changing the controller's type to "Null". Although the Null controller does not do anything like other state controllers do, the triggers are still evaluated by the M.U.G.E.N engine, which can lead to other uses.

Null as an alternative to VarSet

The Null state controller can be used as an alternative to the VarSet controller by taking advantage of the assignment (:=) operator in the triggers. For example:

[State 200, Varset]
type = Varset
trigger1 = time = 100
var(10) = 1

can be rewritten as:

[State 200, Varset]
type = Null
trigger1 = time = 100
trigger1 = (var(10):=1) || 1

The primary advantage of using the Null controller in this fashion is that it allows for the assignment of multiple variables by using a single state controller. For example:

[State 200, Varset]
type = Null
trigger1 = time = 100
trigger1 = (var(10):=1) || 1
trigger1 = (var(11):=40) || 1
trigger1 = (var(12):=55) || 1

Is functionally equivalent to the following segment of code:

[State 200, Varset]
type = Varset
trigger1 = time = 100
var(10) = 1

[State 200, Varset]
type = Varset
trigger1 = time = 100
var(11) = 40

[State 200, Varset]
type = Varset
trigger1 = time = 100
var(12) = 55

Null overflow glitch

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Missingno2
This art~cle conta8%5uè[f$ated for M.U.G.E.N multiple time89^f6!
This article contains information about a glitch or bug in the M.U.G.E.N engine and is not guaranteed to still be present in future updates.

A peculiar glitch exists involving the use of multiple Null controllers in earlier versions of M.U.G.E.N, which allows for player 2's states to be overwritten by player 1 without the need for hitcontact. Extremely cheap characters often abuse this glitch by causing an automatic KO on player 2.

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