📄 hally.cns
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[Data]
life = 1000
attack = 100
defence = 100
power = 3000
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40
[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1 ;Vertical scaling factor.
ground.back = 15 ;Player width (back, ground)
ground.front = 16 ;Player width (front, ground)
air.back = 12 ;Player width (back, air)
air.front = 12 ;Player width (front, air)
height = 60 ;Height of player (for opponent to jump over)
attack.dist = 160 ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0 ;Set to 1 to scale projectiles too
head.pos = -5, -90 ;Approximate position of head
mid.pos = -5, -60 ;Approximate position of midsection
shadowoffset = 0 ;Number of pixels to vertically offset the shadow
draw.offset = 0,0 ;Player drawing offset in pixels (x, y)
[Velocity]
walk.fwd = 2.4 ;Walk forward
walk.back = -2.2 ;Walk backward
run.fwd = 4.6, 0 ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y)
jump.back = -2.55 ;Jump back Speed (x, y)
jump.fwd = 2.5 ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1 ;.
airjump.neu = 0,-8.1 ;.
airjump.back = -2.55 ;Air jump speeds (opt)
airjump.fwd = 2.5 ;.
[Movement]
airjump.num = 1 ;Number of air jumps allowed (opt)
airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
yaccel = .44 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ? S/C/A/L stand/crouch/air/liedown
; movetype = ? I/A/H idle/attack/gethit
; physics = ? S/C/A/N stand/crouch/air/none
; juggle = ? air juggle points move requires
;
; [State STATENO, ?] ? - any number you choose
; type = ?
; ...
;---------------------------------------------------------------------------
;僞僀儉僆乕僶乕乮晧偗乯
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 170]
type = S
ctrl = 0
anim = 0
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 180]
type = S
[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181
;---------------------------------------------------------------------------
;丂彑棙億乕僘1
; CNS difficulty: basic
; CNS 儗儀儖: 婎杮
[Statedef 181]
type = S
ctrl = 0
anim = 182
velset = 0,0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 192, 2]
type = PlaySnd
trigger1 = Time = 1
value = 181,0
[State 1350, 12]
type = Explod
trigger1 = Time = 1
anim = 181
sprpriority = 4
postype = p1
pos = -20,0
shadow = 68,68,68
bindtime = 1
[State 181, 2]
type = DestroySelf
trigger1 = Time = 46
;---------------------------------------------------------------------------
; 僀儞僩儘
[Statedef 191]
type = S
movetype = I
physics = S
velset = 0
anim = 191
[State 191, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = p2name = "Krizalid"
trigger2 = p4name = "Krizalid"
value = 192
[State 191, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2name = "Iori"
trigger2 = P4name = "Iori"
trigger3 = P2name = "Iori Yagami"
trigger4 = P4name = "Iori Yagami"
trigger5 = P2name = "Yagami Iori"
trigger6 = P4name = "Yagami Iori"
trigger7 = P2name = "Iori Yagami'"
trigger8 = P4name = "Iori Yagami'"
trigger9= P2name = "IORI YAGAMI Wen586"
trigger10= P4name = "IORI YAGAMI Wen586"
value = 193
[State 191, 2]
type = AssertSpecial
trigger1 = Time = [0,600]
flag = Intro
[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 191,0
[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;丂摿庩僀儞僩儘 (vs. 僋儕僓儕僢僪)
[Statedef 192]
type = S
movetype = I
physics = S
velset = 0
anim = 192
[State 192, 1]
type = AssertSpecial
trigger1 = Time = [0,180]
flag = Intro
[State 192, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 192,0
[State 192, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
; 摿庩僀儞僩儘丂乮 vs. 埩乯
[Statedef 193]
type = S
anim = 193
[State 192, 1]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = Intro
[State 192, 2]
type = SprPriority
trigger1 = Time = 0
value = 2
[State 192, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 171
projshadow = 68,68,68
projremovetime = 6
offset = -22,-98
[State 192, 4]
type = Projectile
trigger1 = AnimElem = 4
projanim = 172
projshadow = 68,68,68
projremovetime = 272
offset = -28,-106
[State 192, 4]
type = Projectile
trigger1 = AnimElem = 21
projanim = 173
projshadow = 68,68,68
projremovetime = 9
offset = -25,-96
[State 192, 5]
type = PlaySnd
trigger1 = AnimElem = 4, = 146
value = 193,0
[State 192, 6]
type = PlaySnd
trigger1 = AnimElem = 20, = 17
value = 193,1
[State 192, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; 挧敪
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 0
velset = 0,0
movetype = I
physics = S
sprpriority = 2
[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Kung Fu Palm
; CNS difficulty: medium
; Description: This is like a standard attack, but with some differences.
; There are two HitDefs in this attack. One is triggered when the
; opponent is near (using a p2bodydist trigger), and the other
; when the opponent is farther away. The main differences between
; the near and far versions of the HitDefs is that the near version
; has a "fall" parameter set to 1, causing the opponent to be knocked
; down. Other minor differences are the damage, and the velocity to
; give the opponent.
; The line "attr = S, SA" line means this is a Standing, Special Attack.
; It is important you have the attr parameter set correctly for all
; you HitDefs.
; 棫偪庛僷儞僠
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
velset = 0
ctrl = 0
[State 200, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0
[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0
[State 200, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 30
givepower = 15
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -15,-86
hitsound = S200,0
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4
air.velocity = -0.2,-1.9
[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; 棫偪嫮僷儞僠
[Statedef 220]
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 230, 7]
type = ChangeState
trigger1 = var(58) = 1
trigger1 = movecontact = 1
trigger1 = random <= 475
value = 301
[State 230, 7]
type = ChangeState
trigger1 = var(58) = 1
trigger1 = movecontact = 1
trigger1 = random <= 475
value = 20000
[State 230, 7]
type = ChangeState
trigger1 = var(58) = 1
trigger1 = movecontact = 1
trigger1 = random <= 100
trigger1 = power >= 1000
trigger1 = life >= 500
value = 4100
[State 230, 7]
type = ChangeState
trigger1 = var(58) = 1
trigger1 = movecontact = 1
trigger1 = random <= 100
trigger1 = power >= 2000
trigger1 = life <= 500
value = 4105
[State 221, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; 棫偪庛僉僢僋
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
velset = 0
juggle = 5
poweradd = 70
ctrl = 0
[State 230, 1]
type = PlaySnd
trigger1 = Time = 0
trigger1 = random < 750
value = 200,1
[State 230, 2]
type = PlaySnd
trigger1 = Time = 0
value = 220,2
[State 230, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = light
damage = 23
hitflag = MA
guardflag = L
pausetime = 11,11
sparkno = 1
sparkxy = -10,-10
priority = 7, Hit
hitsound = S210,0
guardsound = 6,0
ground.type = low
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -6.5
down.velocity = 0, -2
air.velocity = -3,-2
airguard.velocity = -2.5,-1
[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; 棫偪嫮僉僢僋
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
velset = 0
ctrl = 0
[State 230, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,1
[State 230, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,1
[State 230, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype = Med
getpower = 100
givepower = 80
damage = 70
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = 2
sparkxy = -10,-80
hitsound = S230,0
guardsound = S210,3
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -7
guard.velocity = -5
air.velocity = -5,-3
airguard.velocity = -4,-1
[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; 偟傖偑傒庛僷儞僠
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
velset = 0
ctrl = 0
[State 400, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0
[State 400, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0
[State 400 , 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 30
animtype = Light
getpower = 25
givepower = 12
hitflag = MA
guardflag = MA
pausetime = 12,12
sparkxy = -3,-40
sparkno = 1
hitsound = S200,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4
air.velocity = -2,-3
down.velocity = -4,0
down.hittime = 20
[State 400, 4]
type = ChangeState
trigger1 = var(7) >= 1
trigger1 = movecontact = 1
value = 301
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
; 偟傖偑傒庛僉僢僋
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
juggle = 8
poweradd = 55
velset = 0
ctrl = 0
[State 410, 1]
type = PlaySnd
trigger1 = Time = 0
value = 210,1
[State 410, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 200,1
[State 410, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
damage = 32
guardflag = L
pausetime = 13,13
sparkno = 0
sparkxy = -10,-10
hitsound = S210,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 9
ground.velocity = -4.1
air.velocity = -1.4,-3
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
; 偟傖偑傒嫮僉僢僋
[Statedef 430]
type = S
movetype= A
physics = S
ctrl = 0
poweradd = 280
anim = 430
velset = 0
[State 430, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 20,1
[State 430, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 21,1
[State 430, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60
guardflag = L
pausetime = 11,12
sparkxy = -17,-30
hitsound = S230,0
guardsound = S210,3
ground.type = Trip
ground.slidetime = 18
ground.hittime = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-4
guard.Vel = -6
air.velocity = -2.4,-3.5
airguard.Vel = -3,-3
fall = 1
[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; 偟傖偑傒嫮僷儞僠
[Statedef 440]
type = S
movetype= A
physics = C
juggle = 5
poweradd= 65
ctrl = 0
anim = 440
[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = s3,0
[State 230, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 200
value = s3,6
[State 450, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 45
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkno = -1
guard.sparkno = -1
hitsound = s440,0
guardsound = S210,3
ground.type = Low
ground.slidetime = 16
ground.hittime = 20
ground.velocity = -4.5
air.type = Low
air.animtype = Back
air.velocity = -1.6,-6.5;-1.4,-7
airguard.velocity = -2.5
;fall = 1
[State 3000]
type = explod
trigger1 = movehit = 1
anim = 10003
postype = p2
pos = -20, -30
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
[State 3000]
type = explod
trigger1 = movehit = 1
anim = 10000
postype = p2
pos = -3, -60
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 10010
postype = p2
pos = 3,-60
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
[State 450, 3]
type = Width
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 6, < 0
value = 15
[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;僕儍儞僾庛僉僢僋
[Statedef 600]
type = A
movetype= A
physics = A
juggle = 2
poweradd= 15
ctrl = 0
anim = 600
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