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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 2110, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 2210, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2100,1

[State 2210, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2200,3

[State 2210, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 2165
pos = 7,-60
postype = p1
sprpriority = 2
bindtime = 1

[State 2110,5]
type = Explod
trigger1 = AnimElem = 2
anim = 2170
pos = 9,-63
postype = p1
sprpriority = 2
bindtime = 1

[State 2110, 6]
type = Explod
trigger1 = AnimElem = 3
anim = 2238
pos = -28,-106
postype = p1
sprpriority = 2
bindtime = 1

[State 2210, 7]
type = Explod
trigger1 = AnimElem = 4
anim = 2175
pos = -25,-110
postype = p1
sprpriority = 2
bindtime = 1

[State 2110, 8]
type = PosAdd
trigger1 = AnimElem = 3
x = -11

[State 2110, 9]
type = VelSet
trigger1 = AnimElem = 5
x = 8

[State 2110, 10]
type = VelAdd
trigger1 = Time = [14,28]
trigger1 = MoveHit != 1
x = -.31

[State 2110, 11]
type = Explod
trigger1 = AnimElem = 5
anim = 2240
postype = p1
pos = -24,-98
sprpriority = 3
bindtime = 4

[State 2110, 12]
type = Explod
trigger1 = AnimElem = 5
anim = 2180
postype = p1
pos = 17,-79
sprpriority = 2
bindtime = 15

[State 2110, 13]
type = Explod
trigger1 = AnimElem = 6
anim = 2175
postype = p1
pos = 38,-58
sprpriority = 3
bindtime = 3

[State 2110, 14]
type = Explod
trigger1 = AnimElem = 7
anim = 2175
postype = p1
pos = -30,-106
sprpriority = 3
bindtime = 3

[State 2110, 15]
type = Explod
trigger1 = AnimElem = 8
anim = 2130
postype = p1
pos = -26,-110
sprpriority = 3
bindtime = 34

[State 2110, 16]
type = Explod
trigger1 = AnimElem = 6, = 1
anim = 2120
postype = p1
pos = 50,-61
sprpriority = 1
bindtime = 10

[State 2110, 17]
type = HitDef
trigger1 = AnimElem = 6, = 2
attr = S, HA
animtype = Hard
damage = 380,50
guardflag = MA
sparkno = -1
pausetime = 5,5
hitsound = S2100,2
hitflag = MAF
guardsound = S1300,1
ground.velocity = 1
p2stateno = 2120
fall = 1
fall.recover = 0
palfx.time = 40
palfx.sinadd = 48,50,32,16
palfx.add = 224,88,0

[State 2110, 18]
type = VelSet
trigger1 = AnimElem = 8, = 5
x = 0

[State 2110, 19]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Hit by 棤昐敧幃丂戝幹撱
[Statedef 2120]
type = A
movetype = H
physics = N

[State 2120, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 2120, 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 5030

[State 2220, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 2121

; Hit by 棤昐敧幃丂戝幹撱(in the air)
[Statedef 2121]
type = A
movetype = H
physics = N
anim = 5050

[State 2121, 1]
type = VelSet
trigger1 = Time = 0
x = -3.5
y = -5.5

[State 2121, 2]
type = VelAdd
trigger1 = Time > 0
y = .36

[State 2121, 2]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100


; 棤昐敧幃丂戝幹撱(SDM) (start)
[Statedef 2205]
type = S
movetype = A
physics = S
anim = 2200
poweradd = -2000
ctrl = 0
velset = 0

[State 2305, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 30

[State 2305, 2]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
trigger3 = AnimElem = 12
trigger4 = AnimElem = 13
trigger5 = AnimElem = 14
trigger6 = AnimElem = 15
trigger7 = AnimElem = 16
trigger8 = AnimElem = 17
trigger9 = AnimElem = 18
trigger10 = AnimElem = 19
trigger11 = AnimElem = 20
trigger12 = AnimElem = 21
trigger13 = AnimElem = 22
trigger14 = AnimElem = 23
trigger15 = AnimElem = 24
trigger16 = AnimElem = 25
trigger17 = AnimElem = 26
trigger18 = AnimElem = 27
trigger19 = AnimElem = 28
trigger20 = AnimElem = 29
trigger21 = AnimElem = 30
trigger22 = AnimElem = 31
trigger23 = AnimElem = 32
trigger24 = AnimElem = 33
trigger25 = AnimElem = 34
trigger26 = AnimElem = 35
trigger27 = AnimElem = 36
trigger28 = AnimElem = 37
trigger29 = AnimElem = 38
trigger30 = AnimElem = 39
trigger31 = AnimElem = 40
attr = S, HA
animtype = Hard
damage = 50,10
guardflag = M
sparkno = 0
sparkxy = -10,-70
pausetime = 10,10
hitsound = S2200,2
guardsound = S1300,1
ground.type = Low
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -3, -5.5
air.velocity = -2.5,-5.5
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 48,50,32,16
palfx.add = 224,88,0

[State 2305, 3]
type = PlaySnd
trigger1 = Time = 0
value = 2100,0

[State 2305, 3]
type = PlaySnd
trigger1 = Time = 0
value = 3500,0


[State 4000, 1.2]
type = Explod
trigger1 = Time = 1
anim = 3550
pos = 27,-113
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1


[State 2305, 5]
type = Explod
trigger1 = AnimElem = 2
anim = 2330
pos = 27,-113
postype = p1
supermove = 1
sprpriority = 1
bindtime = 1

[State 2305, 6]
type = Explod
trigger1 = AnimElem = 3
anim = 2140
pos = 24,-112
postype = p1
sprpriority = 1
supermove = 1
bindtime = 1

[State 2305, 7]
type = Explod
trigger1 = Time = 3
anim = 2150
pos = 24,-111
postype = p1
sprpriority = 2
supermove = 1
bindtime = 1

[State 2305, 8]
type = Explod
trigger1 = Time = 4
anim = 2355
pos = 24,-111
postype = p1
sprpriority = -2
supermove = 1
bindtime = 1

[State 2305, 9]
type = SuperPause
trigger1 = Time = 9
time = 35
anim = -1

[State 2305, 10]
type = bgpalfx
trigger1 = Time = 1
time = 1
mul = 80,50,50
invertall = 1
ignorehitpause = 1

[State 2305, 11]
type = Explod
triggerall = command = "hold_y"
trigger1 = Time = 18
trigger2 = Time = 19
trigger3 = Time = 26
trigger4 = Time = 27
trigger5 = Time = 34
trigger6 = Time = 35
trigger7 = Time = 42
trigger8 = Time = 43
trigger9 = Time = 50
trigger10 = Time = 51
trigger11 = Time = 58
trigger12 = Time = 59
trigger13 = Time = 66
trigger14 = Time = 67
trigger15 = Time = 74
trigger16 = Time = 75
trigger17 = Time = 82
trigger18 = Time = 83
trigger19 = Time = 90
trigger20 = Time = 91
trigger21 = Time = 98
trigger22 = Time = 99
trigger23 = Time = 106
trigger24 = Time = 107
trigger25 = Time = 114
trigger26 = Time = 115
anim = 2150
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2305, 12]
type = Explod
triggerall = command = "hold_y"
trigger1 = Time = 28
trigger2 = Time = 29
trigger3 = Time = 36
trigger4 = Time = 37
trigger5 = Time = 44
trigger6 = Time = 45
trigger7 = Time = 52
trigger8 = Time = 53
trigger9 = Time = 60
trigger10 = Time = 61
trigger11 = Time = 68
trigger12 = Time = 69
trigger13 = Time = 76
trigger14 = Time = 77
trigger15 = Time = 84
trigger16 = Time = 85
trigger17 = Time = 92
trigger18 = Time = 93
trigger19 = Time = 100
trigger20 = Time = 101
trigger21 = Time = 108
trigger22 = Time = 109
trigger23 = Time = 116
trigger24 = Time = 117
anim = 2150
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2305, 13]
type = Explod
triggerall = command = "hold_y"
trigger1 = Time = 30
trigger2 = Time = 31
trigger3 = Time = 38
trigger4 = Time = 39
trigger5 = Time = 46
trigger6 = Time = 47
trigger7 = Time = 54
trigger8 = Time = 55
trigger9 = Time = 62
trigger10 = Time = 63
trigger11 = Time = 70
trigger12 = Time = 71
trigger13 = Time = 78
trigger14 = Time = 79
trigger15 = Time = 86
trigger16 = Time = 87
trigger17 = Time = 94
trigger18 = Time = 95
trigger19 = Time = 102
trigger20 = Time = 103
trigger21 = Time = 110
trigger22 = Time = 111
trigger23 = Time = 118
anim = 2155
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2305, 14]
type = Explod
triggerall = command = "hold_y"
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
anim = 2160
pos = 24,-112
postype = p1
sprpriority = 2
bindtime = 1

[State 2305, 15]
type = ChangeState
trigger1 = Time > 15
trigger1 = command != "hold_y"
value = 2310

[State 2305, 16]
type = ChangeState
trigger1 = AnimTime = 0
value = 2310

; 棤昐敧幃丂戝幹撱(SDM) (continued)
[Statedef 2310]
type = S
movetype = A
physics = N
anim = 2210


[State 2310, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 7

[State 2310, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2100,1

[State 2310, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2200,1

[State 2310, 4]
type = Explod
trigger1 = AnimElem = 1
anim = 2165
pos = 7,-60
postype = p1
sprpriority = 2
bindtime = 1

[State 2310,5]
type = Explod
trigger1 = AnimElem = 2
anim = 2150
pos = 9,-63
postype = p1
sprpriority = 2
bindtime = 1

[State 2310, 6]
type = Explod
trigger1 = AnimElem = 3
anim = 2165
pos = -28,-106
postype = p1
sprpriority = 2
bindtime = 1

[State 2310, 7]
type = Explod
trigger1 = AnimElem = 4
anim = 2170
pos = -25,-110
postype = p1
sprpriority = 2
bindtime = 1

[State 2310, 8]
type = PosAdd
trigger1 = AnimElem = 3
x = -11

[State 2310, 9]
type = VelSet
trigger1 = AnimElem = 5
x = 8

[State 2310, 10]
type = VelAdd
trigger1 = Time = [14,19]
trigger1 = movehit != 1
x = -.31

[State 2310, 11]
type = Explod
trigger1 = AnimElem = 5
anim = 2165
postype = p1
pos = -24,-98
sprpriority = 5
bindtime = 4

[State 2310, 12]
type = Explod
trigger1 = AnimElem = 5
anim = 2360
postype = p1
pos = -33,-98
sprpriority = 4
bindtime = 15

[State 2310, 13]
type = Explod
trigger1 = AnimElem = 6
anim = 2190
postype = p1
pos = 38,-58
sprpriority = 5
bindtime = 3

[State 2310, 14]
type = Explod
trigger1 = AnimElem = 7
anim = 2190
postype = p1
pos = -30,-106
sprpriority = 5
bindtime = 3

[State 2310, 15]
type = Explod
trigger1 = AnimElem = 8
anim = 2195
postype = p1
pos = -26,-110
sprpriority = 5
bindtime = 34

[State 2310, 16]
type = Explod
trigger1 = Time = 17
anim = 2350
postype = p1
pos = 50,-61
sprpriority = 3
bindtime = 10

[State 2310, 17]
type = Explod
trigger1 = Time = 28
anim = 2350
postype = p1
pos = 66,-61
sprpriority = 2
bindtime = 10

[State 2310, 18]
type = Explod
trigger1 = Time = 39
anim = 2350
postype = p1
pos = 82,-61
sprpriority = 1
bindtime = 10

[State 2310, 19]
type = HitDef
trigger1 = AnimElem = 6, = 2
attr = S, HA
animtype = Hard
damage = 150,50
guardflag = MA
sparkno = -1
pausetime = 1,3
hitsound = S2100,2
hitflag = MAF
guardsound = S1300,1
ground.velocity = 1
p2stateno = 2120
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 48,50,32,16
palfx.add = 224,88,0


[State 2310, 20]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype = Hard
damage = 150,30
guardflag = MA
sparkno = -1
pausetime = 1,3
hitsound = S2100,2
hitflag = MAF
guardsound = S1300,1
ground.velocity = 1
p2stateno = 2120
fall = 1
fall.recover = 0
palfx.time = 30
palfx.sinadd = 48,50,32,16
palfx.add = 224,88,0

[State 2310, 21]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
animtype = Hard
damage = 140,20
guardflag = MA
sparkno = -1
pausetime = 30,10
hitsound = S1300,1
hitflag = MAF
guardsound = S1000,3
ground.type = Low
ground.velocity = 1
p2stateno = 2120
fall = 1
fall.recover = 0
palfx.time = 50
palfx.sinadd = 48,50,32,16
palfx.add = 224,88,0


[State 2310, 22]
type = VelSet
trigger1 = AnimElem = 8, = 5
x = 0

[State 2310, 23]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(Charge)
[Statedef 2400]
type    = S
movetype= I
physics = S
poweradd= 0
ctrl = 0
anim = 2400
velset = -4,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1


[State 1531, 5]
type = playsnd
trigger1 = time = 0
value = 3500,0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 4120, 1]
type = SuperPause
trigger1 = time = 0
movetime = 10
time = 28
anim = -1

[State 4000, 1.2]
type = Explod
trigger1 = Time = 1
anim = 3500
pos = 18,-122
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1


[State 2100, 4]
type = Explod
trigger1 = Time = 1
anim = 915
sprpriority = -2
postype = p1
pos = 18,-122
pausemovetime = 9999
supermove = 1

[State 2100, 5]
type = Explod
trigger1 = Time = 1
anim = 916
sprpriority = 4

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