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📄 hally.air

📁 Mugen是ELECBYTE利用C语言开发的一款2D格斗系统
💻 AIR
📖 第 1 页 / 共 5 页
字号:
[Begin Action 181]
181,0,0,0,2
181,1,0,0,2
181,2,0,0,2
181,3,0,0,2
181,4,0,0,2
181,5,0,0,2
181,6,0,0,2
181,7,0,0,2
181,8,0,0,2
181,9,0,0,2
181,10,0,0,2
181,11,0,0,2
181,12,0,0,2
181,13,0,0,2
181,14,0,0,2
181,15,0,0,2
181,16,0,0,2
181,17,0,0,2
181,18,0,0,2
181,19,0,0,2
181,20,0,0,2
181,21,0,0,2
181,22,0,0,2
181,23,0,0,3
181,24,0,0,3
181,25,0,0,-1

[Begin Action 182]
0,0,0,0,7
0,1,0,0,7
0,2,0,0,7
0,3,0,0,7
0,10,0,0,-1


[Begin Action 191]
191,0,0,0,4,,A
191,1,0,0,4,,A
191,2,0,0,4,,A
191,3,0,0,4,,A
191,4,0,0,4,,A
191,5,0,0,4,,A
191,6,0,0,4,,A
loopstart
191,3,0,0,4,,A
191,4,0,0,4,,A
191,5,0,0,4,,A
191,6,0,0,4,,A
191,3,0,0,4,,A
191,4,0,0,4,,A
191,5,0,0,4,,A
191,6,0,0,4,,A
191,3,0,0,4,,A
191,4,0,0,4,,A
191,5,0,0,4,,A
191,6,0,0,4,,A
191,3,0,0,4,,A
191,4,0,0,4,,A
191,5,0,0,4,,A
191,6,0,0,4,,A

; 192 intro vs. Krizalid
[Begin action 192]
192,0,0,0,22
192,1,0,0,7
192,2,0,0,7
192,3,0,0,7
192,4,0,0,49
192,5,0,0,7
192,6,1,0,7

; Pre-fight intro (vs. Iori)
[Begin action 193]

Clsn2default: 1
 Clsn2[0] = -16, -1, 15,-80
0,0, 0,0, 14
193,0, 0,0, 5
193,1, 0,0, 6
193,2, 0,0, 148
193,3, 0,0, 7
193,2, 0,0, 7
193,3, 0,0, 7
193,2, 0,0, 7
193,3, 0,0, 7
193,2, 0,0, 7
193,3, 0,0, 7
193,2, 0,0, 7
193,3, 0,0, 7
193,2, 0,0, 7
193,3, 0,0, 7
193,2, 0,0, 7
193,3, 0,0, 7
193,2, 0,0, 7
193,3, 0,0, 7
193,4, 0,0, 19
193,5, 0,0, 4
193,6, 0,0, 26
193,1, 0,0, 7
193,0, 0,0, 5

; Flame 1 (goes with action 192)
[Begin action 171]

171,0, 0,0, 2
171,1, 0,0, 1
171,2, 0,0, 2
171,3, 0,0, 1

; Flame 2 (goes with action 192)
[Begin action 172]

171,4, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 5
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 3
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2
171,5, 0,0, 2
171,6, 0,0, 2
171,7, 0,0, 2
171,4, 0,0, 2

; Flame 3 (goes with action 192)
[Begin action 173]

172,0, 0,0, 3
172,1, 0,0, 2
172,2, 0,0, 2
172,3, 0,0, 1
172,4, 0,0, 2
172,5, 0,0, 1
172,6, 0,0, 3
172,7, 0,0, 1
172,8, 0,0, 6






; Start guarding (standing)
[Begin action 120]

Clsn2default: 2
 Clsn2[0] =  19, -1,-20,-88
 Clsn2[1] =  -8,-108, 15,-85
120,0, 0,0, 2
120,1, 0,0, 3
120,2, 0,0, 3

; Start guarding (crouching)
[Begin action 121]

Clsn2default: 1
 Clsn2[0] =  19,-72,-20, -1
121,0, 0,0, 4
121,1, 0,0, 6

; Start guarding (in the air)
[Begin action 122]

Clsn2default: 1
 Clsn2[0] =  19,-72,-20, -1
121,0, 0,0, 4
121,1, 0,0, 6

; Guarding (standing)
[Begin action 130]

Clsn2: 2
 Clsn2[0] = -42,-81, -7,  2
 Clsn2[1] =  -8,-36, 23,  2
130,0, 0,0, -1

; Guarding (crouching)
[Begin action 131]

Clsn2: 1
 Clsn2[0] =  19,-72,-20, -1
131,0, 0,0, -1

; Guarding (in the air)
[Begin action 132]

Clsn2: 1
 Clsn2[0] =  19,-72,-20, -1
131,0, 0,0, -1

; Stop guarding (standing)
[Begin action 140]

Clsn2: 2
 Clsn2[0] = -42,-81, -7,  2
 Clsn2[1] =  -8,-36, 23,  2
120,2, 0,0, 3
Clsn2: 2
 Clsn2[0] = -42,-81, -7,  2
 Clsn2[1] =  -8,-36, 23,  2
120,1, 0,0, 3
Clsn2: 2
 Clsn2[0] = -23,-93, 11,  2
 Clsn2[1] =  -8,-36, 23,  2
120,0, 0,0, 4

; Stop guarding (crouching)
[Begin action 141]

Clsn2default: 1
 Clsn2[0] =  19,-72,-20, -1
121,1, 0,0, 4
121,0, 0,0, 6

; Stop guarding (in the air)
[Begin action 142]

Clsn2default: 1
 Clsn2[0] =  19,-72,-20, -1
121,1, 0,0, 4
121,0, 0,0, 6

; Guarding a hit (standing)
[Begin action 150]

Clsn2: 2
 Clsn2[0] = -41,-86, -9,  2
 Clsn2[1] = -14,-40, 18,  2
130,0, 0,0, -1

; Guarding a hit (crouching)
[Begin action 151]

Clsn2: 1
 Clsn2[0] =  19,-72,-20, -1
131,0, 0,0, -1

; Guarding a hit (in the air)
[Begin action 152]

Clsn2: 1
 Clsn2[0] =  19,-72,-20, -1
131,0, 0,0, -1



; Standing/air hit high (light)
[Begin action 5000]

Clsn2default: 2
 Clsn2[0] = -20,-88, 19, -1
 Clsn2[1] = -32,-104, -1,-73
5000, 0, 0,0, 1
5000,10, 0,0, 4

; Standing/air hit high (medium)
[Begin action 5001]

Clsn2default: 2
 Clsn2[0] = -20,-88, 19, -1
 Clsn2[1] = -32,-104, -1,-73
5000, 0, 0,0, 1
5000,10, 0,0, 4

; Standing/air hit high (hard)
[Begin action 5002]

Clsn2default: 2
 Clsn2[0] = -20, -1, 19,-72
 Clsn2[1] =  -1,-104,-48,-57
5000,15, 0,0, 1
5000,20, 0,0, 4

; Standing recover high (light)
[Begin action 5005]

Clsn2default: 2
 Clsn2[0] = -20,-88, 19, -1
 Clsn2[1] = -32,-104, -1,-73
5000,10, 0,0, 4
5000, 0, 0,0, -1

; Standing recover high (medium)
[Begin action 5006]

Clsn2default: 2
 Clsn2[0] = -20,-88, 19, -1
 Clsn2[1] = -32,-104, -1,-73
5000,10, 0,0, 4
5000, 0, 0,0, -1

; Standing recover high (hard)
[Begin action 5007]

Clsn2default: 2
 Clsn2[0] = -20, -1, 19,-72
 Clsn2[1] =  -1,-104,-48,-57
5000,20, 0,0, 4
5000,15, 0,0, 4
Clsn2default: 2
 Clsn2[0] = -20,-88, 19, -1
 Clsn2[1] = -32,-104, -1,-73
5000,10, 0,0, 4
5000, 0, 0,0, -1

; Standing hit low (light)
[Begin action 5010]

Clsn2: 2
 Clsn2[0] = -20, -1, 19,-80
 Clsn2[1] = -16,-97, 15,-65
5010, 0, 0,0, 1
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-72
 Clsn2[1] = -32,-96,  7,-57
5010,10, 0,0, 4

; Standing hit low (medium)
[Begin action 5011]

Clsn2: 2
 Clsn2[0] = -20, -1, 19,-80
 Clsn2[1] = -16,-97, 15,-65
5010, 0, 0,0, 1
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-72
 Clsn2[1] = -32,-96,  7,-57
5010,10, 0,0, 4

; Standing hit low (hard)
[Begin action 5012]

Clsn2: 2
 Clsn2[0] = -20, -1, 19,-72
 Clsn2[1] = -32,-96,  7,-57
5010,15, 0,0, 1
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-64
 Clsn2[1] =   3,-53,-44,-100
5010,20, 0,0, 4

; Standing recover low (light)
[Begin action 5015]

Clsn2: 2
 Clsn2[0] = -20, -1, 19,-72
 Clsn2[1] = -32,-96,  7,-57
5010,10, 0,0, 4
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-80
 Clsn2[1] = -16,-97, 15,-65
5010, 0, 0,0, -1

; Standing recover low (medium)
[Begin action 5016]

Clsn2: 2
 Clsn2[0] = -20, -1, 19,-72
 Clsn2[1] = -32,-96,  7,-57
5010,10, 0,0, 4
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-80
 Clsn2[1] = -16,-97, 15,-65
5010, 0, 0,0, -1

; Standing recover low (hard)
[Begin action 5017]

Clsn2: 2
 Clsn2[0] = -20, -1, 19,-64
 Clsn2[1] =   3,-53,-44,-100
5010,20, 0,0, 4
Clsn2default: 2
 Clsn2[0] = -20, -1, 19,-72
 Clsn2[1] = -32,-96,  7,-57
5010,15, 0,0, 4
5010,10, 0,0, 4
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-80
 Clsn2[1] = -16,-97, 15,-65
5010, 0, 0,0, -1

; Crouching hit (light)
[Begin action 5020]

Clsn2: 1
 Clsn2[0] = -20, -1, 19,-64
5020, 0, 0,0, 1
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-48
 Clsn2[1] = -36,-64,  3,-25
5020,10, 0,0, 4

; Crouching hit (medium)
[Begin action 5021]

Clsn2: 1
 Clsn2[0] = -20, -1, 19,-64
5020, 0, 0,0, 1
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-48
 Clsn2[1] = -36,-64,  3,-25
5020,10, 0,0, 4

; Crouching hit (hard)
[Begin action 5022]

Clsn2default: 2
 Clsn2[0] = -20,-48, 19, -1
 Clsn2[1] = -48,-64, -1,-17
5020,15, 0,0, 1
5020,20, 0,0, 4

; Crouching recover (light)
[Begin action 5025]

Clsn2: 2
 Clsn2[0] = -20, -1, 19,-48
 Clsn2[1] = -36,-64,  3,-25
5020,10, 0,0, 4
Clsn2: 1
 Clsn2[0] = -20, -1, 19,-64
5020, 0, 0,0, -1

; Crouching recover (medium)
[Begin action 5026]

Clsn2: 2
 Clsn2[0] = -20, -1, 19,-48
 Clsn2[1] = -36,-64,  3,-25
5020,10, 0,0, 4
Clsn2: 1
 Clsn2[0] = -20, -1, 19,-64
5020, 0, 0,0, -1

; Crouching recover (hard)
[Begin action 5027]

Clsn2default: 2
 Clsn2[0] = -20,-48, 19, -1
 Clsn2[1] = -48,-64, -1,-17
5020,20, 0,0, 4
5020,15, 0,0, 4
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-48
 Clsn2[1] = -36,-64,  3,-25
5020,10, 0,0, 4
Clsn2: 1
 Clsn2[0] = -20, -1, 19,-64
5020, 0, 0,0, -1

; Hit back
[Begin action 5030]

Clsn2: 1
 Clsn2[0] = -28,-92, 27,-37
5030,0, 0,0, 8

; Air recovery
[Begin action 5040]

Clsn2: 1
 Clsn2[0] = -28,-92, 27,-37
5030,0, 0,0, 5
Clsn2default: 1
 Clsn2[0] =  15,-88,-16,-33
800, 0, 0,0, 9
800, 1, 0,0, 3
41,  4, 0,0, 3
41,  3, 0,0, 3
41,  2, 0,0, 3
41,  1, 0,0, 3
41,  0, 0,0, -1

; Air fall
[Begin action 5050]

Clsn2default: 1
 Clsn2[0] = -28,-92, 27,-37
5030,10, 0,  0, 10
5030,20, 0,  0, 3
5040, 0, 0,-42, -1

; Tripped
[Begin action 5070]

Clsn2default: 1
 Clsn2[0] = -28,-92, 27,-37
5030, 0, 0,0, 10
5030,10, 0,0, 4
5030,20, 0,0, 4
5070, 0, 0,0, -1

; Bounce into air
[Begin action 5100]

Clsn2default: 1
 Clsn2[0] = -28,  5, 27,-50
5030,20, 1,33, 3

[Begin action 5160]
Clsn2default: 1
 Clsn2[0] = -28,  5, 27,-50
5040, 0,-1, 0, 3


; Hit ground from bounce
[Begin action 5170]

Clsn2: 1
 Clsn2[0] = -32,  3, 31,-28
5040,10, 0,0, 3

; Lie down
[Begin action 5110]

Clsn2: 1
 Clsn2[0] = -32,  3, 31,-28
5120,0, 0,0, 3

; Lie down
[Begin action 5111]

Clsn2: 1
 Clsn2[0] = -32,  3, 31,-28
5120,0, 0,0, 4
5120,10, 0,0, -1


; Get up
[Begin action 5120]

Clsn2default: 1
 Clsn2[0] = -16, -1, 15,-79
5120,0, 0,0, 6
5120,1, 0,0, 6
5120,2, 0,0, 6
105,  10, 0,0, 5

; Fall recovery (near ground)
[Begin action 5200]

Clsn2: 1
 Clsn2[0] =  15,-88,-16,-33
41,2, 0,0, -1

; Fall recovery (in mid-air)
[Begin action 5210]

Clsn2default: 1
 Clsn2[0] =  15,-88,-16,-33
800, 0, 0,0, 9
800, 1, 0,0, 3
41,  4, 0,0, 3
41,  3, 0,0, 3
41,  2, 0,0, 3
41,  1, 0,0, 3
41,  0, 0,0, -1

; Dizzy
[Begin action 5300]

Clsn2default: 2
 Clsn2[0] = -12, -1, 27,-80
 Clsn2[1] =  23,-96,  0,-73
5300,0, 0,0, 8
5300,1, 0,0, 9
5300,2, 0,0, 9
5300,3, 0,0, 11
5300,2, 0,0, 9
5300,1, 0,0, 8

; Turning
[Begin Action 5]
Clsn2default: 2
 Clsn2[0] = -19,-88, 20, -1
 Clsn2[1] = -11,-104, 12,-80
21,2, 0,0, 3, H

; Crouch Turning
[Begin Action 6]
Clsn2default: 1
 Clsn2[0] = -19, -1, 20,-64
105,10, 0,0, 1, H

; Stand to crouch
[Begin Action 10]
Clsn2: 2
 Clsn2[0] =  19, -1,-20,-72
 Clsn2[1] =  -8,-92, 15,-69
10,0, 0,0, 3

; Crouching animation
[Begin Action 11]
Clsn2default: 1
 Clsn2[0] =  19, -1,-20,-64
105,10, 0,0, -1

; Crouch to Stand
[Begin Action 12]
Clsn2: 2
 Clsn2[0] = -20, -1, 19,-64
 Clsn2[1] =  -8,-76, 15,-53
10,0, 0,0, 3

; Walking Forward
[Begin Action 20]
Clsn2: 2
 Clsn2[0] = -15,-112,  4,-98
 Clsn2[1] = -21,-103, 12, -4
21, 0, 0,0, 8
Clsn2: 2
 Clsn2[0] = -15,-112,  4,-98
 Clsn2[1] = -21,-103, 12, -4
21, 1, 0,0, 8
Clsn2: 2
 Clsn2[0] =  -8,-101,  7,-84
 Clsn2[1] = -24,-91, 16,  1
21, 2, 0,0, 8

; Walking Back
[Begin Action 21]
Clsn2: 2
 Clsn2[0] = -23,-95, 16, -2
 Clsn2[1] =  -4,-98,  6,-84
21, 2, 0,0, 8
Clsn2: 2
 Clsn2[0] = -10,-110,  3,-95
 Clsn2[1] = -22,-98, 16, -1
21, 1, 0,0, 8
Clsn2: 2
 Clsn2[0] = -10,-110,  3,-95

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