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📄 hally.cns

📁 Mugen是ELECBYTE利用C语言开发的一款2D格斗系统
💻 CNS
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[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = s3,0

[State 230, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 200
value = s3,1

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 23
guardflag = HA
priority = 3
pausetime = 9,9
sparkno = 1
sparkxy = -10,-50
hitsound   = s210,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3     

[State 3000]
type = explod
trigger1 = moveguarded = 1
anim = 10007
postype = p2
pos = 10,-77
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 10004
postype = p2
pos = 10, -77
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; 僕儍儞僾庛僷儞僠
[Statedef 610]
type = A
movetype = A
physics = A
anim = 610
ctrl = 0

[State 600, 1]
type = PlaySnd
trigger1 = (Time = 0) && (random < 800)
value = 400,0

[State 600, 2]
type = PlaySnd
trigger1 = Time = 0
value = 600,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = light
damage = 30
guardflag = HA
pausetime = 10,12
sparkxy = -10,-50
hitsound   = S200,0
guardsound = 6,0
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -3
air.velocity = -3,-2
airguard.velocity = -2.5,-1

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

; 僕儍儞僾嫮僷儞僠
[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
juggle = 8
poweradd = 100
ctrl = 0

[State 620, 1]
type = PlaySnd
trigger1 = Time = 0
value = 200,2

[State 620, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 220,1

[State 620, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
damage = 75
guardflag = HA
pausetime = 14,14
sparkno = 1
sparkxy = -10,-55
hitsound = S220,0
guardsound = S210,3
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 620, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50


; 僕儍儞僾嫮僉僢僋
[Statedef 630]
type = A
physics = A
movetype = A
ctrl = 0
poweradd = 280
anim = 630

[State 630, 1]
type = PlaySnd
trigger1 = Time = 0
value = 20,1

[State 630, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 250
value = 21,1

[State 630, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype = Hard
damage = 50
guardflag = HA
pausetime = 12,11
sparkxy = -5,-75
hitsound = S230,0
guardsound = S210,3
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
air.velocity = -3.5,-4.8
guard.Vel = -8

[State 630, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1



; 僕儍儞僾慜嫮僉僢僋
[Statedef 635]
type = A
movetype = A
physics = A
anim = 635
poweradd = 100
ctrl = 0

[State 635, 1]
type = PlaySnd
trigger1 = Time = 0
value = 210,1

[State 635, 2]
type = PlaySnd
trigger1 = Time = 0

rigger1 = Random < 500
value = 220,1

[State 635, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
animtype = Hard
damage = 90
guardflag = HA
pausetime = 14,14
sparkno = 1
sparkxy = -10,-65
hitsound = S230,0
guardsound = S210,3
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -8
air.velocity = -3.5,-4.8
guard.velocity = -8

[State 635, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50




































;奜幃丂嬱偗朠椨(start)
[Statedef 2000]
type = S
movetype = I
physics = S
poweradd = -1000
ctrl = 0
anim = 2000
velset = 0

[State 2000, 1]
type = SuperPause
trigger1 = AnimElem = 2
anim = 3500
pos = 13, -89

[State 4000, 1.2]
type = Explod
trigger1 = Time = 1
anim = 3500
pos = 13, -89
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1


[State 2000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2000,0

[State 2000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3500,0


[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2020

; 奜幃丂嬱偗朠椨 (run)
[Statedef 2020]
type = S
movetype = I
physics = N
anim = 2020
velset = 5

[State 2020, 0]
type = PlaySnd
trigger1 = Time = 1
value = 2000,2


[State 2020, 1]
type = AfterImage
trigger1 = Time = 1
time = 200

[State 2020, 2]
type = ChangeState
trigger1 = P2BodyDist X <= 50
value = 2010

;奜幃丂嬱偗朠椨(attack)
[Statedef 2010]
type = S
movetype = A
physics = N
anim = 2010
velset = 2

[State 2010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000,1

[State 2010, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
Animtype = Back
damage = 225,30
pausetime = 12,12
sparkxy = 0,-55
guardflag = M
hitsound = S2000,3
guardsound = S1300,1
ground.type = Trip
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -1,-10.5
air.velocity = -4.5,-1.5
fall = 1

[State 2010, 3]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 2010, 4]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 2010, 5]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 2010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;奜幃丂嬱偗朠椨(start)
[Statedef 2050]
type = S
movetype = I
physics = S
poweradd = -2000
ctrl = 0
anim = 2000
velset = 0

[State 2000, 1]
type = SuperPause
trigger1 = AnimElem = 2
anim = 3500
pos = 13, -89

[State 2000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3500,0


[State 4000, 1.2]
type = Explod
trigger1 = Time = 1
anim = 3550
pos = 13, -89
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1


[State 2000, 2]
type = PlaySnd
trigger1 = Time = 1
value = 2000,0

[State 2000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2060

; 奜幃丂嬱偗朠椨(run)
[Statedef 2060]
type = S
movetype = I
physics = N
anim = 2020
velset = 5

[State 2020, 0]
type = PlaySnd
trigger1 = Time = 1
value = 2000,2



[State 2020, 1]
type = AfterImage
trigger1 = Time = 1
time = 200

[State 2020, 2]
type = ChangeState
trigger1 = P2BodyDist X <= 50
value = 2070

; Ge shiki kake hou rin (attack)
[Statedef 2070]
type = S
movetype = A
physics = N
anim = 2010
velset = 2

[State 2010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000,1

[State 2010, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
Animtype = Back
damage = 300,45
pausetime = 12,12
sparkxy = 0,-55
guardflag = M
hitsound = S2000,3
guardsound = S1300,1
ground.type = Trip
ground.slidetime = 12
ground.hittime = 15
ground.velocity = -1,-10.5
air.velocity = -4.5,-1.5
fall = 1

[State 2010, 3]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 2010, 4]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 2010, 5]
type = AfterImageTime
trigger1 = AnimTime = 0
time = 0

[State 2010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; 棤昐敧幃丂戝幹撱(start)
[Statedef 2100]
type = S
movetype = I
physics = S
anim = 2100
poweradd = -1000
ctrl = 0
velset = 0

[State 2100, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 31

[State 2100, 2]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2100, 3]
type = PlaySnd
trigger1 = Time = 5
value = 3500,0


[State 2100, 5]
type = Explod
trigger1 = AnimElem = 3
anim = 2135
pos = 24,-112
postype = p1
sprpriority = 1
supermove = 1
bindtime = 1

[State 2200, 8]
type = SuperPause
trigger1 = Time = 5
time = 20
anim = 3500

[State 4000, 1.2]
type = Explod
trigger1 = Time = 1
anim = 3500
pos = 24,-112
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1


[State 2100, 9]
type = bgpalfx
trigger1 = Time = 1
time = 1
mul = 100,100,100
invertall = 1
ignorehitpause = 1

[State 2100, 9]
type = Explod
trigger1 = Time = 8
trigger2 = Time = 9
trigger3 = Time = 16
trigger4 = Time = 17
trigger5 = Time = 24
trigger6 = Time = 25
anim = 2140
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2100, 10]
type = Explod
trigger1 = Time = 10
trigger2 = Time = 11
trigger3 = Time = 18
trigger4 = Time = 19
trigger5 = Time = 26
trigger6 = Time = 27
anim = 2150
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2100, 11]
type = Explod
trigger1 = Time = 12
trigger2 = Time = 13
trigger3 = Time = 20
trigger4 = Time = 21
trigger5 = Time = 28
trigger6 = Time = 29
anim = 2155
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2100, 12]
type = Explod
trigger1 = Time = 14
trigger2 = Time = 15
trigger3 = Time = 22
trigger4 = Time = 23
trigger5 = Time = 30
anim = 2160
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2100, 13]
type = Explod
triggerall = command = "hold_x"
trigger1 = Time = 32
trigger2 = Time = 33
trigger3 = Time = 40
trigger4 = Time = 41
trigger5 = Time = 48
trigger6 = Time = 49
trigger7 = Time = 56
trigger8 = Time = 57
trigger9 = Time = 64
trigger10 = Time = 65
trigger11 = Time = 72
trigger12 = Time = 73
trigger13 = Time = 80
trigger14 = Time = 81
trigger15 = Time = 88
trigger16 = Time = 89
trigger17 = Time = 96
trigger18 = Time = 97
trigger19 = Time = 104
trigger20 = Time = 105
trigger21 = Time = 112
trigger22 = Time = 113
trigger23 = Time = 120
trigger24 = Time = 121
anim = 2140
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2100, 14]
type = Explod
triggerall = command = "hold_x"
trigger1 = Time = 34
trigger2 = Time = 35
trigger3 = Time = 42
trigger4 = Time = 43
trigger5 = Time = 50
trigger6 = Time = 51
trigger7 = Time = 58
trigger8 = Time = 59
trigger9 = Time = 66
trigger10 = Time = 67
trigger11 = Time = 74
trigger12 = Time = 75
trigger13 = Time = 82
trigger14 = Time = 83
trigger15 = Time = 90
trigger16 = Time = 91
trigger17 = Time = 98
trigger18 = Time = 99
trigger19 = Time = 106
trigger20 = Time = 107
trigger21 = Time = 114
trigger22 = Time = 115
trigger23 = Time = 122
anim = 2145
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2100, 15]
type = Explod
triggerall = command = "hold_x"
trigger1 = Time = 36
trigger2 = Time = 37
trigger3 = Time = 44
trigger4 = Time = 45
trigger5 = Time = 52
trigger6 = Time = 53
trigger7 = Time = 60
trigger8 = Time = 61
trigger9 = Time = 68
trigger10 = Time = 69
trigger11 = Time = 76
trigger12 = Time = 77
trigger13 = Time = 84
trigger14 = Time = 85
trigger15 = Time = 92
trigger16 = Time = 93
trigger17 = Time = 100
trigger18 = Time = 101
trigger19 = Time = 108
trigger20 = Time = 109
trigger21 = Time = 116
trigger22 = Time = 117
anim = 2155
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2100, 16]
type = Explod
triggerall = command = "hold_x"
trigger1 = Time = 31
trigger2 = Time = 38
trigger3 = Time = 39
trigger4 = Time = 46
trigger5 = Time = 47
trigger6 = Time = 54
trigger7 = Time = 55
trigger8 = Time = 62
trigger9 = Time = 63
trigger10 = Time = 70
trigger11 = Time = 71
trigger12 = Time = 78
trigger13 = Time = 79
trigger14 = Time = 86
trigger15 = Time = 87
trigger16 = Time = 94
trigger17 = Time = 95
trigger18 = Time = 102
trigger19 = Time = 103
trigger20 = Time = 110
trigger21 = Time = 111
trigger22 = Time = 118
trigger23 = Time = 119
anim = 2160
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2100, 17]
type = ChangeState
trigger1 = Time > 9
trigger1 = command != "hold_x"
value = 2110

[State 2200, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 2110

;棤昐敧幃丂戝幹撱(continued)
[Statedef 2110]
type = S
movetype = A
physics = N
anim = 2110

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