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📄 ai2.cns

📁 Mugen是ELECBYTE利用C语言开发的一款2D格斗系统
💻 CNS
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;---------------------------------------------------------------------------
;僨僗儁儗僀僩丂儌乕儊儞僩 (start)
[Statedef 20000]
type    = S
movetype= A
physics = S
juggle  = 0
;Commonly-used controllers:
velset = 0,0
ctrl = 0    
anim = 1600
poweradd = 50

[State 1500, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 20001
ctrl = 0

[State 1500, 2]
type = PlaySnd
trigger1 = Time = 0
value = 1600,0

[State 186, 3]
type = PlaySnd
trigger1 = Time = 0
value = 1600, 1
;---------------------------------------------------------------------------
;僨僗儁儗僀僩丂儌乕儊儞僩(dashing)
[Statedef 20001]
type    = S
movetype= A
physics = N
juggle  = 2
velset = 10,0
ctrl = 0    
anim = 1601
;poweradd = 50

[State 1501, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
p2facing = 1 
damage    = 0, 1
animtype = heavy
getpower = 30,15
givepower = 15,8
guardflag = M  
hitflag = MAF
id = 1600
priority = 5, Hit
pausetime = 15,15
numhits = 1      
;sparkno = 0, 3   
sparkxy = -10,-70
hitsound   = S1600,2
guardsound = s1300,1
ground.type = Low
ground.slidetime = 80
ground.hittime  = 40 
ground.velocity = 18
guard.slidetime = 10 
guard.hittime  = 15
guard.velocity = -2 
down.velocity = 7, -4
air.type = Low
air.hittime  = 40 
air.slidetime = 80 
snap = 60,0,0
air.velocity = 8
fall.recover = 0
fall = 0
down.hittime = 20
down.bounce = 1
forcestand = 1
p2stateno = 1605

[State 203, 3]
type = ChangeState
trigger1 = MoveHit = 1
value = 20002
ctrl = 0

[State 203, 3]
type = ChangeState
trigger1 = MoveGuarded = 1
trigger2 = Movecontact = 0
trigger2 = Time = 20
value = 1602
ctrl = 0
;---------------------------------------------------------------------------
;僨僗儁儗僀僩丂儌乕儊儞僩(connect)
[Statedef 20002]
type    = S
movetype= A
physics = N
velset = 0, 0
juggle  = 0
ctrl = 0    
anim = 1603
poweradd = 10

[State 1500, 2]
type = PlaySnd
trigger1 = Time = 10
value = 1600,5

[State 186, 3]
type = PlaySnd
trigger1 = Time = 10
value = 1600,6

[State 325, 0]
type = SprPriority
trigger1 = AnimElem = 2
value = 0

[State 203, 3]
type = Turn
trigger1 = Time = 0

[State 1503, 1]
type = ChangeState
Trigger1 = AnimTime = 0
value = 20003
ctrl = 1

; Standing hard punch
[Statedef 20003]
type = S
movetype = A
physics = S
anim = 220
juggle = 7
poweradd = 100
ctrl = 0
velset = 0

[State 221, 1]
type = SprPriority
trigger1 = Time = 0
value = 2

[State 221, 2]
type = PlaySnd
trigger1 = Time = 0
value = 200,2

[State 221, 3]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 220,1

[State 221, 4]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = (AnimElem = 3) && (movecontact = 1)
attr = S, NA
animtype = Med
getpower = 100
givepower = 80
damage = 70
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = 2
sparkxy = -10,-80
hitsound = S220,0
guardsound = S210,3
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -5
guard.velocity = -3
air.velocity = -5,-1
airguard.velocity = -5,-1

[State 221, 8]
type = ChangeState
trigger1 =  time = 7
trigger1 = random <= 300
trigger1 = movecontact
value = 1850
ctrl = 1

[State 221, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = random <= 300
trigger1 = movecontact
value = 1900
ctrl = 1

[State 221, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = random <= 100
trigger1 = movecontact
trigger1 = power >= 1000
value = 3000
ctrl = 1

[State 221, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = random <= 100
trigger1 = movecontact
trigger1 = power >= 2000
value = 4000
ctrl = 1

[State 221, 8]
type = ChangeState
trigger1 =  time = 7
trigger1 = random <= 100
trigger1 = movecontact
trigger1 = power >= 1000
value = 2400
ctrl = 1

[State 221, 8]
type = ChangeState
trigger1 =  time = 7
trigger1 = random <= 100
trigger1 = movecontact
trigger1 = power >= 2000
value = 2500

[State 221, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 221, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = random <= 300
trigger1 = movecontact
value = 562
ctrl = 1























;昐擉廍幍幃丂埁壴
[Statedef 20100]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 55
anim = 1750
juggle = 8

[State 520, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1700,0

[State 520, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,3

[State 520, 2]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 9

[State 520, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = light
damage = 50,5
givepower  = 18,25
guardflag = MA
pausetime = 7,10
sparkno = -1
guard.sparkno = -1
hitsound = s1700,3
guardsound = s1300,1
ground.type = High
ground.slidetime = 12
ground.hittime = 12
guard.velocity = -1
ground.velocity = -1
air.velocity = -1.4,-3.3
airguard.velocity = -1     

[State 7000, 12]
type = Explod
trigger1 = moveguarded = 1
anim = 10011
sprpriority = 3
postype = p2
pos = 0,-60
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 7000, 12]
type = Explod
trigger1 = movehit = 1
anim = 10006
sprpriority = 3
postype = p2
pos = 0,-60
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 325, 8]
type = ChangeState
trigger1 = time > 16
value = 20101



;---------------------------------------------------------------------------
;昐擉廍幍幃丂埁壴
[Statedef 20101]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 58
anim = 1751
juggle = 8

[State 325,8]
type = Varset
trigger1 = time = 0
v = 5
value = 0

[State 516, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1700,1

[State 516, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 516, 2]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 7.5

[State 516, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = heavy
damage = 63,5
givepower  = 20,27
guardflag = MA
pausetime = 7,19
sparkno = -1
guard.sparkno = -1
hitsound = s1700,3
guardsound = s1300,1
ground.type = low
ground.slidetime = 10
ground.hittime = 10
guard.velocity = -1.5
ground.velocity = -2,-4   
fall = 1
air.fall = 1

[State 7000, 12]
type = Explod
trigger1 = moveguarded = 1
anim = 10011
sprpriority = 3
postype = p2
pos = 0,-60
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 7000, 12]
type = Explod
trigger1 = movehit = 1
anim = 10006
sprpriority = 3
postype = p2
pos = 0,-60
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 325, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = random < 500
value = 20102

[State 325, 8]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = random < 500
value = 1320

;---------------------------------------------------------------------------
; 昐擉廍幍幃丂埁壴
[Statedef 20102]
type = A
physics = N
movetype = A
ctrl = 0
poweradd = 80
anim = 1752

[State 325,8]
type = Varset
trigger1 = time >= 0
v = 5
value = 0

[State 522, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1700,2

[State 522, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,3

[State 522, 2]
type = VelSet
trigger1 = time = 0
x = 7
y = -4.5

[State 52, 2]
type = VelAdd
trigger1 = time >= 0
y = .4

;[State 522, 2]
;type = PosAdd
;trigger1 = AnimElem = 3
;x = 35

[State 522, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
damage = 87,8
givepower  = 25,32
guardflag = HA
pausetime = 7,12
sparkno = -1
guard.sparkno = -1
hitsound = s1700,4
guardsound = s1300,1
ground.type = Trip
ground.slidetime = 12
ground.hittime = 14
ground.velocity = -2.2   
air.velocity = -2,5
guard.velocity = -1.6
airguard.velocity = -1.6  
;p2stateno = 908
fall.velocity = n/a,8
fall = 1

[State 7000, 12]
type = Explod
trigger1 = movehit = 1
anim = 10006
sprpriority = 3
postype = p2
pos = 0,-30
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 7000, 12]
type = Explod
trigger1 = moveguarded = 1
anim = 10011
sprpriority = 3
postype = p2
pos = 0,-30
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 522, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 20103

;---------------------------------------------------------------------------
; 昐擉廍幍幃丂埁壴
[Statedef 20103]
type = S
physics = S
movetype = I
ctrl = 0
poweradd = 0
anim = 1753
velset = 0,0,0

[State 523, 4]
type = Posset
trigger1 = time = 0
y = 0

[State 523, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1











;昐廍巐幃丂峳欩傒
[Statedef 20200]
type = S
movetype = A
physics = S
anim = 1400
poweradd = 200
velset = 0
ctrl = 0

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 0
value = 210,1

[State 1000, 2]
type = ReversalDef
trigger1 = AnimElem = 4
reversal.attr = SCA, NA, SA
numhits = 0
pausetime = 20,30
sparkxy = 20,-65
hitsound = 6,0

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
animtype = Hard
damage = 70,5
guardflag = MA
pausetime = 14,14
hitsound = S1000,2
guard.sparkno = -1
sparkno = S2630
sparkxy = -80,-4
guardsound = s1300,1
ground.type = Low
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -6.5
air.juggle = 4
air.velocity = -3.0,-2.5
palfx.time = 20
palfx.sinadd = 48,50,32,16
palfx.add = 224,88,0


[State 1000, 4]
type = PlaySnd
trigger1 = Time = 1
value = 1400, 0

[State 1000, 5]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 8

[State 1000, 6]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1401
projshadow = 68,68,68
offset = 96, -67
velocity = 0.000001,0
projremovetime = 27

[State 1000, 7]
type = posfreeze
trigger1 = AnimTime = 0
value = 1

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 20201

;昐擉廍敧幃丂嬨彎丂
[Statedef 20201]
type = S
movetype = A
physics = S
anim = 1405
poweradd = 200

[State 1005, 1]
type = PlaySnd
trigger1 = Time = 0
value = 210,1

[State 1005, 2]
type = VarSet
trigger1 = Time = 0
v = 1
value = 0

[State 1005, 3]
type = PosAdd
trigger1 = AnimElem = 1
x = 6

[State 1005, 4]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
trigger6 = AnimElem = 7
trigger7 = AnimElem = 9
x = 8

[State 1005, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1405, 0

[State 1005, 6]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1406
projshadow = 68,68,68
offset = 72, -80
velocity = 0.000001,0
projremovetime = 28

[State 1005, 7]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = Hard
damage = 50,5
guardflag = MA
pausetime = 14,14
hitsound = S1000,2
guard.sparkno = -1
sparkno = s2630
sparkxy = -85,-4
guardsound = s1300,1
ground.type = Low
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -3.5,-5
air.juggle = 4
air.velocity = -2.3,-2.5
fall = 1
fall.recover = 0
palfx.time = 20
palfx.sinadd = 48,50,32,16
palfx.add = 224,88,0


[State 1005, 8]
type = ChangeState
trigger1 = random < 500
trigger1 = AnimTime = 0
value = 20202

[State 1005, 9]
type = ChangeState
trigger1 = random < 500
trigger1 = AnimTime = 0
value = 20203

;奜幃丂徜慂偪
[Statedef 20202]
type = S
movetype = A
physics = S
anim = 1410
poweradd = 200

[State 1010, 1]
type = PlaySnd
trigger1 = Time = 0
value = 210,1

[State 1010, 2]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 8

[State 1010, 3]
type = PosAdd
trigger1 = AnimElem = 5
x = 2

[State 1010, 4]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1411
projshadow = 68,68,68
offset = 72, -63
velocity = 0.000001,0
projremovetime = 28

[State 1010, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Hard
damage = 50,5
guardflag = MA
pausetime = 14,14
guard.sparkno = -1
sparkno = s2630
sparkxy = -90,1
hitsound = S1000,2
guardsound = s1300,1
ground.type = Low
ground.slidetime = 15
ground.hittime = 18
ground.velocity = -.5,2.2
air.juggle = 4
air.velocity = -.5,2.2
fall = 1
fall.recover = 0
fall.xvelocity = -1
fall.yvelocity = -5
palfx.time = 20
palfx.sinadd = 48,50,32,16
palfx.add = 224,88,0

[State 1010, 6]
type = VarSet
trigger1 = AnimTime = 0
v = 1
value = 0

[State 1010, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;昐擉廍屲幃丂幍悾
[Statedef 20203]
type = A
movetype = A
physics = N
anim = 1415
poweradd = 200

[State 1015, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 210,1

[State 1015, 2]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 8

[State 1015, 3]
type = PosAdd
trigger1 = AnimElem = 3
x = 10

[State 1015, 4]
type = VelSet
trigger1 = AnimElem = 3, = 6
x = 8.5

[State 1015, 5]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 1015, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = Hard
damage = 60,5
guardflag = MA
pausetime = 14,14
sparkno = 2
sparkxy = -10,-80
hitsound = S230,0
guardsound = s1300,1
ground.type = Low
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -3.5,-5
air.juggle = 4
air.velocity = -2.3,-2.5
fall = 1

[State 1015, 7]
type = VarSet
trigger1 = AnimTime = 0
v = 1
value = 0

[State 1015, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



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