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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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postype = p1
pos = 18,-122
pausemovetime = 9999
supermove = 1

[State 3000]
type = explod
trigger1 = AnimElem = 8
persistent = 0
anim = 8502
pos = -34,-47
postype = p1
supermove = 1
sprpriority = 2
bindtime = 39
ownpal = 1

[State 912, 5]
type = PlaySnd
Trigger1 = Time = 0
value = 2400, 0

[State 3000]
type = explod
trigger1 = AnimElem = 8
persistent = 0
anim = 8502
pos = 39,-47
postype = p1
supermove = 1
sprpriority = 2
bindtime = 39
ownpal = 1

[State 610, 4]
type = ChangeState
trigger1 = animtime = 0
value = 2401

;---------------------------------------------------------------------------
;嬛愮擉昐廍堧幃丂敧抰彈(Prepare)
[Statedef 2401]
type     = S
movetype = I
physics  = S
poweradd = -1000
anim = 2401
ctrl = 0
velset = 0,0,0

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

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

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

[State 100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 2410

;---------------------------------------------------------------------------
;嬛愮擉昐廍堧幃丂敧抰彈(Dash)
[Statedef 2410]
type    = S
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0    
anim = 2410

[State 3000, 2]
type = AfterImage
trigger1 = Time = 0
time = 25
;length = 20
;PalBright   =   0,  0,  0
;PalContrast = 120,120,220
;PalAdd      =  10, 10, 25
;PalMul      = .45,.45,.75
TimeGap  = 1
FrameGap = 4
Trans = Add1

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

[State 182, 2]
type = velset 
trigger1 = time = 0
x = 12

[State 4000, 1]
type = HitDef
trigger1 = time > 1
attr = A, HT
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
sparkno = -1
guard.sparkno = -1
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3,5
snap = 40
hitsound = S20,2
guardsound = 6,0
p1stateno = 2402
p2stateno = 9007

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

[State 1301, 2] 
type = changestate 
trigger1 = frontedgedist = 0 
trigger2 = time = 12 
value = 2420 
velset = 0,0,0 

[State 100, 5]
type = ChangeState
trigger1 = moveguarded = 1
value = 9004

[State 100, 5]
type = ChangeState
trigger1 = time = 945
value = 9003

;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(Miss)
[Statedef 9003]
type    = S
physics = S
ctrl = 0
anim = 9004
velset = 0,0

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 21,4

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
x = 4

[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(guarded)
[Statedef 9004]
type    = A
physics = N
ctrl = 0
anim = 2420
velset = -1, 0

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 52, 1]
type = Posadd
trigger1 = Time = 0
x = 30

[State 52, 4]
type = ChangeState
trigger1 = Time = 18
ctrl = 1
value = 0

;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈
[Statedef 9005]
type    = S
physics = S
ctrl = 0
anim = 9006
velset = -4,0,0

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 0,0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 1]
type = Posadd
trigger1 = AnimElem = 4
x = -20

[State 52, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(Success)
[Statedef 2402]
type     = S
movetype = I
physics  = N
poweradd = 0
anim = 2402
ctrl = 0
velset = 0,0,0

[State 3000]
type = explod
trigger1 = AnimElem = 18
trigger2 = AnimElem = 24
trigger3 = AnimElem = 32
trigger4 = AnimElem = 38
trigger5 = AnimElem = 46
anim = 923
postype = p2
pos = 80, 0
sprpriority = 2
pausemovetime = 9999

[State 3000]
type = explod
trigger1 = AnimElem = 18
trigger2 = AnimElem = 24
trigger3 = AnimElem = 32
trigger4 = AnimElem = 38
trigger5 = AnimElem = 46
anim = 10000
postype = p2
pos = 10, -70
sprpriority = 2
pausemovetime = 9999

[State 3000]
type = explod
trigger1 = AnimElem = 2
anim = 924
postype = p2
pos = 80, 0
sprpriority = 2
pausemovetime = 9999         

[State 3000]
type = explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 11
anim = 924
postype = p2
pos = 70, -20
sprpriority = 2
pausemovetime = 9999 

[State 900, 1]
type = EnvColor
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 32
trigger7 = AnimElem = 38
trigger8 = AnimElem = 46
value = 255, 255, 255
time = 1

[State 912, 5]
type = PlaySnd
Trigger1 = animelem = 13
value = 2400, 1

[State 912, 5]
type = PlaySnd
Trigger1 = animelem = 1
Trigger2 = animelem = 10
Trigger3 = animelem = 25
Trigger4 = animelem = 44
value = 2400,3

[State 912, 5]
type = PlaySnd
Trigger1 = animelem = 5
Trigger2 = animelem = 17
Trigger3 = animelem = 31
Trigger4 = animelem = 38
value = 2400,5

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 32
trigger7 = AnimElem = 38
trigger8 = AnimElem = 46
value = 1

[State 1531, 5]
type = targetlifeadd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 32
trigger7 = AnimElem = 38
trigger8 = AnimElem = 46
value = -30
kill = 0

[State 1531, 5]
type = targetpoweradd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 18
trigger5 = AnimElem = 24
trigger6 = AnimElem = 32
trigger7 = AnimElem = 38
trigger8 = AnimElem = 46
value = 60

[State -2, 14]
type = PlaySnd
trigger1 = WinKO = 1
trigger1 = numexplod(8000) >= 1
value = 8000,0
persistent = 0
ignorehitpause = 1

[State 1531, 5]
type = PosSet
trigger1 = time = 0
y = 0

[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0

[State 100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 2419
ctrl = 1

; 嬛愮擉昐廍堧幃丂敧抰彈(bite)
[Statedef 2419]
type     = S
movetype = I
physics  = N
poweradd = 0
anim = 2419
ctrl = 0
velset = 0,0,0

[State 912, 5]
type = PlaySnd
Trigger1 = animelem = 2
value = 2400, 2

[State 900, 1]
type = EnvColor
trigger1 = animelem = 6
value = 255, 255, 255
time = 1

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 6
persistent = 0
time = 300
ampl = -17
freq = 300
phase = 10

[State 3000]
type = explod
trigger1 = AnimElem = 2
anim = 925
postype = p2
pos = 10, 0
sprpriority = 2
pausemovetime = 9999  

[State 1531, 5]
type = TargetState
triggerall = var(4) = 1
trigger1 = time = 7
value = 9011

[State 912, 5]
type = PlaySnd
Trigger1 = animelem = 6
value = 2400, 4

[State 1531, 5]
type = VarSet
trigger1 = time >= 8
v = 4
value = 0

[State 1531, 5]
type = targetlifeadd
trigger1 = AnimElem = 6
value = -70
kill = 1

[State 1531, 5]
type = targetpoweradd
trigger1 = AnimElem = 6
value = 80

[State 1531, 5]
type = targetpoweradd
trigger1 = AnimElem = 10
value = 120

[State 3000]
type = explod
trigger1 = AnimElem = 7,-1
persistent = 0
anim = 8502
pos = -8,-72
postype = p1
supermove = 1
sprpriority = -1
bindtime = 39
ownpal = 1

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 6
persistent = 0
time = 20
ampl = -5
freq = 120
phase = 10

[State -2, 13]
type = Explod
trigger1 = WinKO = 1
anim = 8000
postype = left
id = 8000
pos = 0,0
bindtime = 96
sprpriority = -999
scale = 1,1.1
ownpal = 1
persistent = 0
ignorehitpause = 1

[State 8160, 13]
type = Explod
trigger1 = Time >= 42
trigger1 = Time <= 58
trigger1 = NumExplod(8150) < 6
trigger1 = Random < 350
anim = 3100
ID = 8150
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 14]
type = Explod
trigger1 = Time >= 42
trigger1 = Time <= 58
trigger1 = NumExplod(3100) < 6
trigger1 = Random < 400
anim = 3110
ID = 3100
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 15]
type = Explod
trigger1 = Time >= 42
trigger1 = Time <= 58
trigger1 = NumExplod(3100) < 6
trigger1 = Random < 450
anim = 3120
ID = 3100
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 16]
type = Explod
trigger1 = Time >= 42
trigger1 = Time <= 58
trigger1 = NumExplod(3100) < 6
trigger1 = Random < 400
anim = 3130
ID = 3100
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 17]
type = Explod
trigger1 = Time >= 42
trigger1 = Time <= 58
trigger1 = NumExplod(3100) < 6
trigger1 = Random < 500
anim = 3140
ID = 3100
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 18]
type = Explod
trigger1 = Time >= 42
trigger1 = Time <= 58
trigger1 = NumExplod(3100) < 6
trigger1 = Random < 500
anim = 3150
ID = 3100
sprpriority = 5
postype = p2
pos = 0,-50
random = 100,100
pausemovetime = 9999
ignorehitpause = 1

[State 1531, 5]
type = PosSet
trigger1 = time = 0
y = 0

[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0

[State 100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Getting hit by (Bite)
[Statedef 9011]
type     = S
movetype = H
physics  = N
poweradd = 0
ctrl = 0
velset = 0,0,0

[State 1531, 5]
type = PosSet
trigger1 = time = 0
y = 0

[State 1531, 5]
type = ChangeAnim2
trigger1 = time = 0
value = 9011

[State 1531, 5]
type = ChangeState
trigger1 = time = 24
value = 9008

; 嬛愮擉昐廍堧幃丂敧抰彈(HIT BY)
[Statedef 9007]
type     = S
movetype = H
physics  = N
poweradd = 0
ctrl = 0
velset = 0,0,0
pausemovetime = 9999

[State 1531, 5]
type = PosSet
trigger1 = time = 0
y = 0

[State 1531, 5]
type = ChangeAnim2
trigger1 = time = 0
value = 9008

[State 1531, 5]
type = ChangeAnim2
triggerall = var(4) = 1
trigger1 = time = 238
value = 9011

[State 1531, 5]
type = ChangeState
trigger1 = time = 97
value = 9011

;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(falling)
[Statedef 9008]
type    = A
movetype= H
physics = N

[State 325, 0]
type = Posfreeze
trigger1 = time <= 25

[State 325, 0]
type = velset
trigger1 = time = 26
x = -6
y = -9

[State 3305, 2]
type = palfx
trigger1 = time = 26
time = 60
add = 32,0,64
mul = 192,192,300
sinadd = 32,5,5,8

[State 325, 0]
type = Gravity
trigger1 = time >= 26

[State 325, 0]
type = PosAdd
trigger1 = AnimElem = 63
y = -20

[State 2206, 2]
type = ChangeState
triggerall = time > 27
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 6100

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 6100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5100

[State 5100, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 3] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 1

[State 5100, 5]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 5]
type = PlaySnd
trigger1 = Time = 1
value = F7, 0 ;Hit ground

[State 5100, 6]
type = PosFreeze
trigger1 = Time >= 0

[State 5100, 7]
type = SelfState
trigger1 = Time = 3
value = 5101

[State 5100, 8]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 255,-3,-.2,.005
time = 20

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