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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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; DM MOVE 1 (distance) 
[Statedef 2420] 
type = S 
movetype = A 
physics = N 
anim = 2420
velset = 0

[State 182, 2]
type = velset 
trigger1 = AnimElem = 1
x = 12

[State 182, 2]
type = velset 
trigger1 = AnimElem = 2
x = 8

[State 182, 2]
type = velset 
trigger1 = AnimElem = 3
x = 6

[State 2020, 1] 
type = velset
trigger1 = Animelem = 4
x = 0

[State 2020, 1] 
type = changestate 
trigger1 = animtime = 0 
value = 0 
ctrl = 1

;-----------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(Charge)
[Statedef 2500]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 2400
velset = 0,0,0

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

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


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

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

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

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


[State 4000, 1.2];Kof 2000 superspark(Edit)
type = Explod
trigger1 = Time = 1
anim = 3550
pos = 18,-122
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1


[State 2100, 4]
type = Explod
trigger1 = Time = 1
anim = 917
sprpriority = -2
postype = p1
pos = 18,-122
pausemovetime = 9999
supermove = 1

[State 2100, 5]
type = Explod
trigger1 = Time = 1
anim = 918
sprpriority = 4
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 = 7, 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 = 2501

;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(Prepare)
[Statedef 2501]
type     = S
movetype = I
physics  = S
poweradd = -2000
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 = 2510

;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(Lunge)
[Statedef 2510]
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 = velset 
trigger1 = time = 0
x = 12

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

[State 4000, 1]
type = HitDef
trigger1 = time > 1
attr = A, HT
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
sparkno = -1
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 3,5
snap = 40
hitsound = S20,2
guardsound = 6,0
p1stateno = 2502
p2stateno = 9507

[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 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 9003


;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(Success)
[Statedef 2502]
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 = 10000
postype = p2
pos = 10, -70
sprpriority = 2
pausemovetime = 9999

[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 = 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 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 = 2512
ctrl = 1

;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(Biting)
[Statedef 2512]
type     = S
movetype = I
physics  = N
poweradd = 0
anim = 9511
ctrl = 0
velset = 0,0,0

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

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

[State 8160, 13]
type = Explod
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
anim = 3100
ID = 8150
sprpriority = 5
postype = p2
pos = 0,-50
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 13]
type = Explod
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
anim = 3100
ID = 8150
sprpriority = 5
postype = p2
pos = 20,-70
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 14]
type = Explod
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
anim = 3110
ID = 3100
sprpriority = 5
postype = p2
pos =30,-30
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 14]
type = Explod
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
anim = 3110
ID = 3100
sprpriority = 5
postype = p2
pos = 0,-80
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 15]
type = Explod
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
anim = 3120
ID = 3100
sprpriority = 5
postype = p2
pos = -20,-70
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 16]
type = Explod
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
anim = 3130
ID = 3100
sprpriority = 5
postype = p2
pos = 0,-10
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 16]
type = Explod
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
anim = 3130
ID = 3100
sprpriority = 5
postype = p2
pos = 60,-10
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 17]
type = Explod
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
anim = 3140
ID = 3100
sprpriority = 5
postype = p2
pos = 30,-30
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 17]
type = Explod
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
anim = 3140
ID = 3100
sprpriority = 5
postype = p2
pos = -30,-20
pausemovetime = 9999
ignorehitpause = 1

[State 8160, 18]
type = Explod
trigger1 = Time = 22
anim = 3150
ID = 3100
sprpriority = 5
postype = p2
pos = 0,-50
pausemovetime = 9999
ignorehitpause = 1

[State 912, 5]
type = PlaySnd
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
value = 2400,4

[State 912, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2400,2

[State 900, 1]
type = EnvColor
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
trigger7 = AnimElem = 6
value = 255, 255, 255
time = 1

[State 1531, 5]
type = targetlifeadd
trigger1 = Time = 35
trigger2 = Time = 55
trigger3 = Time = 75
trigger4 = Time = 95
trigger5 = Time = 115
trigger6 = Time = 135
value = -35
kill = 0

[State 1531, 5]
type = targetlifeadd
trigger1 = AnimElem = 6
value = -35
kill = 1

[State 1531, 5]
type = envshake
trigger1 = time = 32
persistent = 0
time = 150
ampl = -8
freq = 300
phase = 10

[State 1531, 5]
type = envshake
trigger1 = animelem = 6
persistent = 0
time = 10
ampl = -12
freq = 300
phase = 10

[State 8160, 13]
type = Explod
trigger1 = Time > 161 
trigger1 = Time < 180
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 > 161 
trigger1 = Time < 180
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 > 161 
trigger1 = Time < 180
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 > 161 
trigger1 = Time < 180
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 > 161 
trigger1 = Time < 180
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 > 161 
trigger1 = Time < 180
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 100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 嬛愮擉昐廍堧幃丂敧抰彈(HIT BY)
[Statedef 9507]
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 = 9108

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

[State 1531, 5]
type = ChangeState
trigger1 = time = 226
value = 9011

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 61

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