📄 striker.cns
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[Statedef 4400]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 4999
[State 2000, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
; Play sound when running
[State 2000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10000,4
volume = 130
[State 2000, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 190,2
volume = 100
[State 3600, Helper]
type = Helper
trigger1 = Time = 0
trigger1 = numhelper(4450) = 0
helpertype = normal
name = "chizuru"
id = 4450
postype = back
pos = -5,0
stateno = 4450
keyctrl = 0
ownpal = 0
supermovetime = 75
[State 3600, 1.4]
type = PowerAdd
trigger1 = Time = 0
value = -1000
[State 2305, 6]
type = Explod
trigger1 = AnimElem = 4
anim = 6071
pos = 4,-129
supermove = 1
bindtime = 1
[State 6012, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6104
ctrl = 1
; Bemu 2D
[Statedef 4450]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 4400
[State 1100, 4]
type = VelSet
trigger1 = Time > 0
x = 4.5
[State 1100, 4]
type = VelSet
trigger1 = Time > 20
x = 0
[State 2000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4500,0
volume = 100
[State 6012, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = P2Bodydist X <= 130
trigger1 = P2Bodydist X > -5
trigger1 = P2Bodydist Y <= 0
trigger1 = P2Bodydist Y >= -20
value = 4500
ctrl = 1
[State 6012, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4502
ctrl = 1
;Yagball
[Statedef 4500]
type = S
movetype = A
physics = S
anim = 4500
juggle = 5
sprpriority = 1
velset = 0
ctrl = 0
[State 250, 6]
type = playsnd
trigger1 = time = 0
value = 4500,1
volume = 20
[State 250, 6]
type = playsnd
trigger1 = animelem = 10
value = 4500,2
channel = 0
volume = 10
[State 2000, super];foreground superspark
type = Explod
trigger1 = Time = 0
poweradd = -1000
anim = 1351
id = 1351
pos = -50,-51
postype = p1
supermove = 1
bindtime = 30
ontop = 1
ownpal = 1
[State 2000, super];background superspark
type = Explod
trigger1 = Time = 0
anim = 1352
id = 1352
pos = -50,-51
postype = p1
supermove = 1
bindtime = 30
ontop = 0
ownpal = 1
[State 2000, yagball]
type = projectile
trigger1 = animelem = 10
hitflag = P
persistent = 1
ignorehitpause = 1
persistent = 1
projanim = 4550
projid = 4550
projremovetime = 13
offset= 71, -50
postype = P1
velocity = 3
projsprpriority = 2
projpriority = 999
ownpal = 1
[State 240, 2]
type = posadd
trigger1 = animelem = 7, = 16
x = 10
[State 240, 2]
type = posadd
trigger1 = animelem = 8, = 0
x = 10
[State 240, 2]
type = posadd
trigger1 = animelem = 10, = 1
trigger2 = animelem = 10, = 2
x = 10
[State 240, 2]
type = posadd
trigger1 = animelem = 11, = 3
trigger2 = animelem = 11, = 5
x = 10
[State 200, 3]
type = HitDef
trigger1 = animelem = 10
attr = S, HA
animtype = diagup
damage = 227,10
priority = 7, Hit
guardflag = MA
pausetime = 14,14
sparkno = S1041
guard.sparkno = S1042
sparkxy = -5,-67
hitsound = S300,0
guardsound = S300,1
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4.4,-6
air.velocity = -3.4,-3
airguard.velocity = -6.5,-1
getpower = 10,10
givepower = 10,10
air.fall = 1
fall = 1
fall.recover = 0
kill = 1
palfx.time = 550
palfx.add = 60,60,60
palfx.sinadd = 40,40,40,3
[State 2000,yagball]
type = Helper
trigger1 = numhelper(4551) <= 0
trigger1 = movehit = 1
persistent = 1
ignorehitpause = 1
name = "no special"
id = 4551
stateno = 4551
pos = 0,0
postype = p1
helpertype = normal
keyctrl = 0
ownpal = 1
[State 280, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4501
ctrl = 1
; Bemu 2D
[Statedef 4501]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 4400
[State 1100, 4]
type = VelSet
trigger1 = Time > 5
x = -6
[State 3654, 3]
type = DestroySelf
trigger1 = Time = 50
; Bemu 2D
[Statedef 4502]
type = S
movetype = A
physics = S
ctrl = 0
anim = 4450
velset = 0,0
[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4500, 3
[State 195, 2]
type = HitDef
trigger1 = AnimElem = 17
attr = S, ST
damage = 0
givepower = -1000,-1000
hitflag = M-
pausetime = 0,0
sparkno = -1
ground.type = Hight
guard.slidetime = 0
ground.hittime = 0
ground.velocity = 0
[State 6012, 3]
type = ChangeState
trigger1 = Time >= 0
trigger1 = P2Bodydist X <= 130
trigger1 = P2Bodydist X > -5
trigger1 = P2Bodydist Y <= 0
trigger1 = P2Bodydist Y >= -20
value = 4500
ctrl = 1
[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4501
ctrl = 1
;No special block Max/Des
[Statedef 4551]
type = S
movetype = A
physics = S
anim = 4551
sprpriority = 1
velset = 0
ctrl = 0
[State 240, 2]
type = varset
trigger1 = time = 0
var(11) = 550
[State -3, timer]
type = varadd
trigger1 = var(11) > 0
var(11) = -1
[State -3, timer]
type = hitby
trigger1 = var(11) >0
value = SCA, NA,NP,NT
[State 200, 3]
type = HitDef
trigger1 = p2stateno >= 1000
trigger1 = p2stateno != [5000,5999]
attr = S, HA
hitflag = MAFDP
numhits = 0
attr = SCA, HA
damage = 0,0
priority = 7, Hit
guardflag = N
pausetime = 0,0
sparkno = -1
guard.sparkno = -1
ownpal = 1
[State 280, 4]
type = destroyself
trigger1 = time >1
trigger1 = var(11) <= 0
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