Cns

  • November 2019
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��˵������3��ָ�����κβ������ʹ�õģ� ignorepausetime = 1 �������һЩstatedef�������pause��Ч����ǻ�������ţ�����˵ij�����б�� �ȫ�‫�ڵ‬Ч������ָ��=0����ôpause�ᵼ�º�ɫͬ����������ֵ�Ч��һ��һ�u����ӣ���� �������1����ʹpause������£��ü���ֱ��������ɫ�����ᵼ�º�ɫ��ͣ�١��÷����£ � [state envcolor] type = envcolor trigger1 = time = [50,150] value = 0,0,0 time = 1 under = 0 ingorepausetime = 1 [state pause] type = pause trigger1 = time >= 60 && time <= 100 time = 1 ������˵��statedef�ĵ�50tick~150tick��ʱ� �����ȫ��1tick��������60tick��ʱ�������time >= 60 && time <= 100���ʱ���‫��ͣ�ڵ‬Ч����ʱ������ú�ɫ�ı����c���ô��Ҫ��envcolor�м���ingo repausetime = 1 ;******************* ignorehitpause = 1 ����������� ‫��ڻ‬жԷ����Ч������������Ǹ����ӽ���������ðɣ������statedef�� ��ȫ�‫����ڣ‬Ҵ���hitdef�Ĺ���Ч����hitdef��pausetime = 9,10����ô���жԷ�ȡ���ɫ����9tick��Է������ȡ���ɫ����10tick�� [state envcolor] type = envcolor trigger1 = time = [60,160] value = 0,0,0 time = 1 ignorehitpause = 1 under = 0 [state hitdef] type = hitdef trigger1 = time = trigger2 = time = trigger3 = time = trigger4 = time = attr = s,na hitflag = maf animtype = medium damage = 10 pausetime = 9 sparkno = -1

70 80 90 100

������˵��statedef��60tickʱ��160tick�л����1tick�ĺ�ɫ����Ч������hitdef �е�trigger1~4�����‫�ں‬ɫ�������ʱ���‫��ڴ‬жԷ��ģ������9tickʧȥ��ɫ����� �Ч��

;******************* persistent��������û��ô�ù����ʹ�÷��� � ����̳����С����족���Ľ̷̳��� persistent

;�A�oֵ�� 1

���� statedef �r,�_� ‫״‬Ηl���ᅢᅢ���ŕ�����,���O 0 ��������һ����Ͳ���� ‫�����ڈ‬,��Ǐ��»‫���ص‬B��̖ statedef ,���O�� 2 ,Ҳ�����f�l���m��ɴ���,�ŕ����Ѕ���...

������Dz����ʹ���ˣ� ;===================a========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;afterimage

�ø�statedef���ֲ�ӰЧ��������£�

[state afterimage] type = afterimage trigger1 = time = 0 ���ֵ��� time = 30 ��Ӱ��ʱ�� length = 150 ��Ӱ�ij��ȣ���ʾ��Ӱ���� palcolor = 0,0,0 ��Ӱ����ɫ�����·���invertall��paladd��palmul��palbright��trans�ȳ�һ��� �������Ҫ����4�趨���в�Ӱ����ɫ�� ��趨����ɫ���������� �����ɫ��� ı������Ӱ����ɫ timegap = 1 framegap = 1

���涯���Ӱ�� ������һ����10�� Ƭ������1��ÿ���� �������timegap���÷�� � Ҳ�DZ��



����� ����������2����ô10�� Ƭ�Ķ���ֻ��1��3��5��7��9��5�ű��沢��ʾ trans = add ��Ӱ �����ͣ � ����а�(� noneΪ��addΪ��ɫ��Ӳ� ��add1 ��ɫ���50% ��sup ��ɫ���� ;******************* ;******************* ;******************* ;******************* ;*******************

;******************* ;******************* ;******************* ;******************* ;******************* ;afterimagetime

�趨 afterimage����Ч��ʱ� �������£�

[state afterimagetime] type = afterimagetime trigger1 = 1 time = 500 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;allpalfx

�� ��Ӱ��ʧǰ��ʾ500tick

�趨 ȫ������ı����ɫ�������

�����������ȫ����� һ��ɫ

������ ܲ ˼���Ҳ�֪��add��mul��ô�ã�ֻ�н�һ�± �ķ���2�������÷�����ժ� ����족 ���Ľ̳�......^^' �����mizukaһ����ȫ������ʱ������ [state allpalfx] type = allpalfx trigger1 = time > 0 �� sinadd = -256,-256,-256,80

ȫ����ɺ�ɫ�����time���趨��仯

����������15������15tick�‫� �����ڣ‬ϱ�� time = 15 ����Ч���ʱ�� invertall = 0

�Ƿ��‫ع‬⣬����˵���Ƿ���ɫ��ӣ�1 ��

���е�add��mul��ʹ�õ�ʱ��һ� ɫ�����仯����ʱ����add��� ʹ��mul�������������ɫ� 仯��ʱ�� �����Ǿ����̳��������� time = duration (int) �O���@ʾ��Õr�g,�O -1 �]������ add = add_r, add_g, add_b (int) �f��ɫ: �t,�g,�{ (���Ǹ��w��һ�ӱ��^�u� ��ɫ) mul = mul_r, mul_g, mul_b (int) �ɫֵ����: �t,�g,�{

(���Ǹ��w��һ�ӱ��^���� ��ɫ)

���o��player�tɫɫ�p���֞����Ԓ,�t�µļtɫɫ�p���\�㷽 ʽ�� add_r)*mul_r/256. pal_r �����player�� ���tɫɫ�p����

(pal_r +

�A�oֵ add = 0,0,0,(�]�и�‫)׃‬,

mul = 256,256,256 (�]�и�‫)׃‬

sinadd = ampl_r, ampl_g, ampl_b, period (int) �@�ǿ��� ɫ�p���W�q����ָ ܵ ��,ǰ��һ�������ɫ,���Ă��t�����W�q���‫�ٶ‬ �\�㷽 ʽ

(pal_r + add_r + ampl_r*sin(2*pi*t/period))*mul_r/256.

invertall = bvalue (bool) �O 1 �t�����‫�ع‬Ч�� �O 0 �t��ȡ���‫�ع‬, �A�oֵ�� 0 color = value (int) �O��ɫ�p����ʹ�õ�ɫ�ʔ�Ŀ�Ę���... �����O�� 0 ,�t�d�����ǻ�ɫ,����� 255 ,�t���]�и�‫׃‬ ����Ӱ� invertall, add and mul, �A�oֵ�� 256. ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;angelϵ�о��岻̫���ã�������Ҳʮ�����‫������ޣ‬chen����̸��ҵġ�������� ‫ڸ‬ı�һ��statedef�ĽǶ� ����˵һ����֣ ܻ �����һ��5035,0��һ����ͣ��‫ת‬ȦȦ��ֱ����‫�ء‬ [statedef 95473] type = u movetype= h physics = u [state anim] type = changeanim trigger1 = time = 0 value = 5035 [state 39029, 2] type = angleset trigger1 = time = 0 value = 0

�趨�ýǶȵij�ʼֵ

[state 39029, 3] type = angleadd trigger1 = time >= 0 value = 30

�Ƕ�����angeldraw��ʼ�仯 �Ƕȱ 仯ֵ

[state 39029, 4] type = anglemul trigger1 = 1

�Ƕ�����angeldraw��ʼ�˱�

value = 2

�Ƕȳ˱�ֵ

[state 39029, 5] �� Ƭ�����angelset�趨�ĽǶ���‫ת‬

type = angledraw trigger1 = pos y >= 0

��‫�ת‬Ƕȵ���

[state vel] type = veladd trigger1 = 1 y = .2 [state selfstate] type = selfstate trigger1 = pos y = 0 value = 5100 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;appendtoclipboard ������debug��������֮ǰ��� IJ��������......(>.<)' ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;assertspecial

������ʾ��ֻ������������statedef�п������ö��assertspecial ����˵һ������÷���

[state assertspecial] type = assertspecial trigger1 = 1 flag = nobg ����ʾ��������Ļ����� � � ���� ����ȫ����� flag2 = nostandguard ȡ�� b���� flag3 = unguardable

����hitdef��guardflag��� ������ � κ�hitdef��

����� ����������������ʾ�����

intro���ƺ��ǿ���������‫�ר‬õ���� ��� ������� unguardable������hitdef�е�guardflag nowalk��һ�����̬‫�ڷ���״‬У���˼��˵�̬‫� ����� ������ �״‬statedef��player nomusic����������ͣ�� timerfreeze������������time overֹͣʱ������� noshadow������ʾ��Ӱ nokoslow��koʱ��pause̬‫����״‬ globalnoshdow������ʾ���л����Ӱ�ӣ���helper��explod�� invisible���л�����������̬‫״‬ nostandguard�� b����ȡ�� nocrouchguard��� ���ȡ�� noairguard�����з���ȡ�� nokosnd����ֹ��koʱ������‫ط‬ţ�һ�� 11,0 noautoturn��ȡ��jupple nobg���‫ر‬ձ��� nofg���‫�ر‬ǰ�� nobardisplay������ʾ ���� �� �� roundnotover������ʤ�����ƣ����¸�round��triggerָ��ʱ���‫�����ڲ‬ ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;attackdist

���‫ڸ‬ı��statedef��hitdef��guard.dist��������룩�IJ�����hitdef�� ����˵��guard.dist����˵��attackdist�÷���

[state attackdist] type = attackdist trigger1 = time = 5 value = 40 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;attackmulset

��p2dist <= 40ʱ��hitdef�ᵼ�¶Է�����

�˺���ӣ�ֻ����hitdef��Projectile������ʹ�ã�

[state attackmulset] type = attackmulset

trigger1 = hitcount >= 15 ��l����ֵ���15����‫ڻ‬ʱ value = .1 �˺�����0.1�����hitdef��Projectile��damage��

;===================b========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;bgpalfx

�ǽ�������ɫ���‫����ݡ‬족�����˵��������� ��Ҳ�ɱ 仯���仯

�IJ����÷������allpalfx ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;bindtoparent ����statedef��helper�����к���bindtoparent��������ô��statedef���� �parent��λ�ã�����˵�� [state bind] type = bindtoparent trigger1 = time >= 40 && time <= 100

����

time = 1 ��40tick��100tick�‫���ڼ‬ÿ��tick� �ʱ�� facing = -1 ����1��helper������parent��λ�ã�0 �� pos = 60, -30 � �parent��x = 60,y = -30 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;*******************

;******************* ;******************* ;bindtoroot ò�ƺ�bindtoparent� ���÷���Ҳ������helper�еģ�� ���helper���ֵ�λ�ã� [state bind] type = bindtoroot trigger1 = time >= 40 && time <= 100

����

time = 1

��40tick��100tick�‫���ڼ‬ÿ��tick� �ʱ��

facing = -1 pos = 60, -30 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;bindtotarget �

����-1��helper��������ֵ�λ�ã�0 �� � �����λ�õ�x = 60,y = -30

�target(hitdef�����õ��� ܻ )������ij��statedef��������hitdef�����˶Է�� ����ҶԷ�������p1���õ�target��bindtotarget��������helper� �targetλ�õIJ��� [state bind] type = bindtoroot trigger1 = time >= 40 && time <= 100 time = 1 id = 5 pos = 60, -30

���� ��40tick��100tick�‫���ڼ‬ÿ��tick� �ʱ�� ��Ӧhitdef�����õ�target��id�� � �targetλ�õ�x = 60,y = -30

;===================c========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;changeanim �ı�air�е�ij��action����������������

‫�ڸ‬statedefû����anim��������£� [statedef 200] type = s movetype = a poweradd = 0 ctrl = 0 [state changeanim] type = changeanim trigger1 = time = 0 value = 200 elem = 2 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;changeanim2

�� � �air���е�action 200 �����action 200����ʼ �‫غ‬ţ��Ҳ�֪����ô��

Ҳ�Ǹı�action(����)�IJ�������p1����(p2��)�

ܻ ��� õġ��磺

[statedef 1000] type = s movetype = a ctrl = 0 anim = 1000 [state hitdef] type = hitdef trigger1 = time = 0 attr = s,na hitflag = mafp animtype = hard damage = 21 pausetime = 0 sparkno = 1001 p2stateno = 10000

����p2������p1��statedef 10000����

;----------------[statedef 10000] ;��û��ָ�������ĸ�anim����Ϊ���Ƕ�ȡp2��air������Ҫ��changeanim2 type = u movetype = h ctrl = 0 [state changeanim2] type = changeanim2 trigger1 = time = 0 value = 5030

�� � �air���е�action 5030

elem = 2 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;changestate

�����action 5030����ʼ �‫غ‬ţ��Ҳ�֪����ô��

�任�����statedef��һ������һ��statedef����

[statedef 200] type = a movetype = a ctrl = 0 anim = 200 [state changestate] type = changestate trigger1 = animtime = 0 value = 201 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;clearclipboard

�� ����tick������ ����statedef 201

�� ���(appendtoclipboard��Displaytoclipboard)�IJ���ͬ��֪����ô�ã�debugģʽ�� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;ctrlset

����һ��ɿ��Ƶ�statedef�еĿ�� ���ʱ�

���籾 statedefһ��100tick [state ctrl] type = ctrlset trigger1 = time > 80 �� ����80tick value = 1 1 ��� ����ˣ�0 ���ɿ���

;===================d========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;destroyself ����һ��helper�Ƴ�IJ���ÿ��helper��������ɺ�Ҫ�Ƴ�Ҫ��Ȼ�� � ����helper��� �‫���ٳ‬helper [state destroyself] type = destroyself trigger1 = time >= 80 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;displaytoclipboard

��helper���ֺ���80���‫ڵ‬tick���Ƴ���

���Ǽ���IJ���ֻ�ðѡ����족���Ľ̷̳��� ��4��

this controller is only useful for debugging. displaytoclipboard clears the player clipboard and prints a specified message to it. display of the player clipboards is enabled in debug mode (press ctrl+d). �����������‫������ڵ‬á�displaytoclipboard����� � ���岢��ӡָ����Ϣ������Ϸ� �������ʾ�‫���ڵ‬ģʽ����� ��ctrl+d���� required parameters: ��ѡ���� text = "format_string" format_string must be encased in double-quotes. it is a printf format string, so if you know about printf, you can skip this description. the format string contains any text you wish to display. you can also use \n to generate a line break, and \t to generate a tab character. to display the value of an arithmetic expression, you can put a %d (for ints) or a %f (for floats) in the format string, then specify the expression in the params list. to display a % character, you must put %% in the format string. format_string������˫��� ‫������ס‬һ��printf��ʽ������������ ֪

��printf���� ��������������ø�ʽ��������Ҫ��ʾ���ı��� ��Ҳ������\n����һ���У���\t����һ��tab�ַ� ��ʾһ������� ��ʽ������Է�һ��%d�����������%f�����‫���ڸ‬С���‫�ڸ‬ʽ���У� Ȼ��ָ���ñ��ʽ��params�б��С�Ϊ��ʾһ��%�ַ�������%%�‫ �ڸ‬ʽ���С� optional parameters: ��ѡ���� params = exp_1, exp_2, exp_3, exp_4, exp_5 up to 5 numeric arguments can be specified in the format string. these should be listed under the params item, in order. the type of each parameter must match its format specifier. you cannot specify more or less parameters than are called for in the format string. ���5����ֵ������Ա�ָ���‫�ڸ‬ʽ���С���Щ������Ӧ����������params ��֮�¡�ÿ��������� ���ƥ����ĸ�ʽָ��� �� ��ָ�����‫�ڻ� ���ڸ‬ʽ����Ҫ��IJ����� ���� example: ʾ�� type = displaytoclipboard text="the value of var(17) is %d, which is %f%% of 23.\n\t--kiwi." params = var(17):=1,var(17)/.230 displays the following to the player's clipboard: ����ʾ���£����‫ � �����ݣ‬ļ���塣 the value of var(17) is 1, which is 4.347826% of 23. --kiwi.

;===================e========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;envcolor �������ǽ��������ͬ�����ɫ [state envcolor] type = envcolor trigger1 = time = 25 trigger2 = time = 36 trigger3 = time = 61 trigger4 = time = 73 �� ��statedef�е�25tick��36tick��61tick��73tickʱ���� value = 0,0,0 �� ������ɫ time = 2 ��ɫ�������tick under = 0 �������Ǹ������ ���� ��Ȼ��Dz����ǣ�0 �����ǣ�1��֮ ;*******************

;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;envshake ����� IJ��� [state envshake] type = envshake trigger1 = time = 25 trigger2 = time = 36 trigger3 = time = 61 trigger4 = time = 73 �� ��statedef�е�25tick��36tick��61tick��73tickʱ���� freq = 60 ����� �ǿ�ȣ����180����С0 ampl = 5 � ķ�ȣ���Ļ���µľ��룬 ps:�� ��Ҫ����С��10�����10...... phase = 90 ò����� �Ƶ�ʣ������� time = 20 � ���ʱ�� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;explod ����һ��Ч�� [state explod] type = explod trigger1 = time trigger2 = time trigger3 = time trigger4 = time anim = xx��fxx fxx��� postype = p1

= = = =

25 36 61 73 �� ��statedef�е�25tick��36tick��61tick��73tickʱ���� ��ȡ� ���air����(fightfx)��air��action��xx����� �����˭������ p1��p2�Ͳ���˵�˰ɡ�

;front��p1�������Ļ�� and��Ļ���ˣ���Ȼ���pos��xֵ �� Զ����Ļ���ģ���Ϊ������ô���dz������ķ��� ;back����x���� and��Ļ���ˣ���xֵ��xֵ��front��� �� ;left�����pos������Ļ����� ǣ���x ����Ļ�ҷ� ;right�����pos������Ļ��� ǣ���x ����Ļ�� facing = -1 pos = 20,-50

��Ч���Ƿ�� ����-1 ����action��1 ���� ���postype����˭�������ȡ����˭�����λ��

bindtime = 1

� �ʱ�

һ����ȱʡ�ģ�Ĭ��1���� � ��Ҫ����0����������Ļ��� Ͻdz��ָ�Ч��-

1 �>ð�λ�� vel = 3,-2.5

��Ч����ƶ��‫ٶ‬ȣ�һ��Ч����������

accel = 3,-2

vel������‫�ٶ‬

removetime = 60 1 �>� ����ʾ

ֵ ������ô�������õ�tick����Ƴ����explod��-

supermove = 1

����Ҳ�̫���ʲô��˼�������족���ķ�����˵������supermove =

1ʹ�ñ� ����һ����� �� � ͣ super pause������� ��removetime��ֵ��� supermovetime = 9999 �������superpause���ø�Ч���Ƿ��ƶ��IJ��� pausemovetime = 9999 �������pause���ø�Ч���Ƿ��ƶ��IJ��� scale = 1,1 ��Ч������ ��>1��Ȼ�DZ���ˣ�<1���DZ�С �������1����explod� ��‫������ڱ‬ϲ ����ʲô�

ontop = 1

‫������أ‬statedef������envcolor����under = 1����ô���envcolor� Ḳ��һ���ˡ�����explod������ontop� ���envcolor� ��ϲ� shadow = 0,0,0 ��Ч��ĵ�Ӱ �������Ƿ��ȡ� Ÿ�explod�ĵ�ɫ�壬��p1�

ownpal = 1

Ÿ�explod������p1����̬‫���״‬z 졢�ƹ⣬����������explodp1 ͬ �z 졢�ƹ⣬��ô�������Ҫ����0 removeongethit = 1 ����1����˵���explod�����˱����о��Ƴ� ���Ӱ��explod���ֵ�λ��(pos����)��λ�ý��������

random = [0,999]

���������ֵ����ֵԽ���Խ� ������ �����

sprpriority = 1 under = 1

�explod���Ǹ�statedef������ֵҲ��1�������������explod���� �explod���Ǹ�statedef������

‫�ס‬

�������1��0������explod���Ǹ�statedef�‫�ײ‬ ��explod�ı�� 9988����target���‫ ص‬ģ�������modifyexplod(�

id = 9988

�explod)��removeexplod(�Ƴ�explod)�����漴��˵��explodbindtime(��explodʱ��) ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;explodbindtime

һ��������������Ǻ���� ܲ õģ����ǰ�һ��������id��explod��ʱ��

������������ [state bind] type = explodbindtime trigger1 = time = 0 id = 9988

�� ��� 9988��explod��������-1������������

‫�ڵ‬explod������ value = 30

� �tick��-1һֱ��

;===================g========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;gamemakeanim

ò���Ǽ�����ȡ��IJ����ˣ���������½��‫���ܣ‬explod��һ���

[state gamemakeanim] type = gamemakeanim trigger1 = animelem = 5 value = 3000 under = 0 pos = 20,-10 random = [0,999] ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;gravity

�� ��statedef��5���� ���ŵ�air��action��ţ�����ֻ�� ܶ ȡfightfx ����ֵС����������ֵ � ����Ч���statedef�ж�Ӧ����� ���Ӱ��Ч����ֵ�λ��(pos����)��λ�ý��������

������� һ��������ֻ ܻ ���м���ʱ

�������Ҿ�����veladd���棬���Բ���̫��‫�������ף‬misamu���ķ��� accelerates the player downwards, using the value of the player's "yaccel" constant. ���� � ġ�yaccel���� ֵʹ��Ϸ� ������¡� required parameters: none ��ѡ���� �� optional parameters: none ��ѡ���� �� example: ʾ��

; applies constant acceleration throughout state ; Ӧ�ó� ���‫ٶ‬ȹᴩ̬‫״‬ trigger1 = 1 type = gravity

;===================h========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;hitdef � � Ĺ õ������ Բ����˰ɣ��ҽ�����Ұ�ô��Ľ̳�����ϸ����һ�� [state hit] type = hitdef trigger1 = animelem trigger2 = animelem trigger3 = animelem trigger4 = animelem trigger5 = animelem trigger6 = animelem

= = = = = =

3 5 8, =3 11, >4 14, <2 19

����������ֱ� ��statedef��3��5��19����� �8����ĵ�3tick��11���� �4tick�� �14����С��2tick����� attr = c,st ����ǹ����������� �����ǰ���ǹ���ķ�ʽ����������� ���ʽ��Ϊs(վb)��a(����)��c(����);���Է�Ϊ}� (}����ĸ��)��ǰһ����n(� �ͨ)��s(����)��h(� �);��һ����ĸ��Ϊa(����)��p(���е>�)��t( ��)����д����c,st����˼���Ƕ��µ����� �� hitflag = maf

����ǹ���� ��ķ�ʽ�������еļ�������� ܴ

‫��ڵ‬ϵĵ��ˡ���Ϊh(�϶�)��l(�¶�)��a(����)��m(��H��l���� b)��f( ‫������ڵ‬ǰ��� �)��d(����) guardflag = a �Է��������hitdef�ķ�ʽ����h(�϶Σ�������2b��2d� �����)��L(�¶ �����8a��8b��8c��8d� �����)��A(����)��m(����}� ����� ܷ )�������������ӷ���ʽ����� ����� affectteam = e �жϿ��Ի��е�Ŀ� b(����˫��)��e(�з�)��f(�ҷ�)������˵һ�£�������hitdef��p1� ų��helper�����ҿ��Ի����ҷ�����ô���helper�

ܴ p1� � �

animtype = hard

�Է���������� ܹ action(action 5000~action

5999)����ô���ƺ�̫ȷ�У�light��medium��hard��back��up��diagup�ֱ� � �С��‫��ء‬ 赹����ֱ����б� ��� ��� air.animtype = up fall.animtype = up priority = 7,miss

ͬ animtype һ��ֻ�����ǶԷ�����ʱ���� ܻ air.animtype ͬ ���Է�������� ܻ ‫���ڿ‬ʱ����

���������ֵ������iori��akyo ͬ ��b}����ͬʱ���ֹ����ж���iori��priority����k yo����ôiori��kyo�����滹�и�miss�����£�hit vs. hit: ˫��������;Hit vs. miss: ��hit�ı���,��miss��û����;hit vs. dodge: ��������;Dodge vs. dodge: ��������;Dodge vs. miss: ��������;Miss vs. miss: �������� damage = 50,10

�˺�ֵ��ǰ�������˺������������˺�

pausetime = 8,12

��������� ܻ ͣ�٣�ǰ�����

��жԷ����� ͣ tick������������� ܻ ܵ ˹����ͣ��tick�� guard.pausetime = 8,12 ͬ pausetime �������˵��� ܻ ����������ʱ˫��ͣ�‫�ٵ‬tick�� sparkno = s2500 ���Է��Ļ �4�������air��fightfx.air������ȡ�����airǰ��Ҫ��s�����ȡ����air� �action 2500����д sparkno = s2500�����ȡfightfx.air��action 3010����д sparkno = 3010 guard.sparkno = s2500 ͬ sparkno ������ǶԷ�����ʱ�����г�� sparkxy = -10,60

���˵���ǻ ��ֵ�λ�ã�һ���Ҷ�����10,-

70��ΪĬ�ϵġ���Ұ�ô��Ľ̳���˵��ǰ������ֶ��ֵ�λ���й ‫�����֣�������������أ‬Զ����

֡����

����ֺ�� �λ���й ‫�����أ‬ƫ�ϣ�����ƫ�¡���������Airview ����Ĺ�� �λy�� �� hitsound = s25,1 ���жԷ�ʱ����Ч������snd�ļ���common.snd�еģ���ȡ����Ҫ��ǰ��s guardsound = s25,2 ͬ hitsound������ǶԷ�����������ܵĹ���ʱ�������Ч ground.type = high

�Է�վb������ ܻ ͣ�high�� �����low�в��� ܻ trip�赹

(2d)��none��̬‫����״‬Ұ�ô�����ϸ�Ľ�˵���������animtype �ǡ�back"��ô"high" �� "low" �Զ���û��Ӱ��.����� ֱ���� �, "high" �� "low" � ụ��. ��� ‫϶����ڱ‬ι�����ֲ����� ���ǵ� �� air.type = high

ground.type ͬ ���ǶԷ����������� ܻ

ground.slidetime = 12

�Է������к��‫�����ڵ‬

�Ħ�u�tick������pausetime���� ܻ tickӰ�� guard.slidetime = 12

ground.slidetime ͬ ���ǵ������ʱ������ ܹ

�Ħ�u�tick������guard.pausetime���� ܻ tickӰ�� ground.hittime = 61

�Է��‫��ڵ‬汻

���к�p1����1hit������������ֺ�(��61����ô����61tickʱ���‫��ڴ‬жԷ��ͻ� 2hit)���‫���ײ‬l��

guard.hittime = 61

ͬ

ground.hittime���Է���������������� ܹ p1����l��̬‫��״‬ʣ��ʱ�� air.hittime = 60 ��ground.hittime��ͬ������Է���� ‫��ڿ‬б�����ʱp1����l��̬‫״‬ʣ��ʱ� ����������hitdef��������fall = 1�����������Ч2 guard.dist = 20 �Է���p1��pos = 20�ľ���� ‫����ڣ‬hitdef������Է����� yaccel = .2

���жԷ�� Է���ֱ���ϵ��‫ٶ‬ȷ��

�Ҫ����̫��ร�Ҫ��Ȼ�����4��^^' ground.velocity = -3,-2

�Է������ܻ� ����

‫ٶ‬ȣ����ǰ����������Ϊ����Է�����ǰ������������������С��0���� ��з���˫���‫���ڵ‬p1����p2ʱ��Ҫ���ô���0����‫� ص‬ guard.velocity = -3,0 air.velocity = -5.5,-5.5

ground.velocity ͬ �����öԷ��������ü��ܹ��� ����‫�ٶ‬ air.velocity ͬ �����öԷ����б�����ʱ�����‫�ٶ‬

airguard.velocity = -5.5,-5.5

ͬground.velocity�����öԷ����з���ü��ܹ��� ��‫�ٶ‬

ground.cornerpush.veloff = -5

�Է�������‫����� �������ٵ‬жԷ�� �������

����‫ٶ‬ȣ��� ������� ܹ Ѿ�������� ������� air.cornerpush.veloff = -5,-5

ground.cornerpush.veloff ͬ ������� ���ʱ���б����

�������� ܻ ���� ܻ ��� ������¹������� ����‫�ٶ‬ down.cornerpush.veloff = -5 ground.cornerpush.veloff ͬ ������� ������ʱ���б���� �������� ܻ ���� ܻ ��� ������¹������� ����‫�ٶ‬ guard.cornerpush.veloff = -5 ground.cornerpush.veloff ͬ ������� �����б�������� �������� ܻ ������� ܻ ‫������ ���ڷ‬¹������� ����‫�ٶ‬ airguard.cornerpush.veloff = -5air.cornerpush.veloff ͬ ������� ��л��б�������� �������� ܻ ������� ܻ ‫������ ���ڷ‬¹������� ����‫�ٶ‬ guard.ctrltime = 20

��� ܻ ���� ��������ָ���� ��Ƶ�tick��

airguard.ctrltime = 20 ����� ܻ ‫��ڿ‬з��������ָ���� ��Ƶ�tick�� air.juggle = 6 ������ ʹ�IJ�����Ȼ��jupple�������һ���Ū��̫�����λ����Ȥ�Ŀ�����һ�� ͬ chen�� �� mindist��maxdist ���û�Ӵ���}���������Ұ�ô��Ľ̳̣� ��2��������‫��ڿ‬ƹ����Ժ�˫���ƶ�����Զ����. ��2������á�Ĭ�ϲ�� � ı�� ֵ�λ��. snap = 30,0

һ������ ���У������������� ܻ ܵ ʱ� ������

�ָ��λ�� p1sprpriority = 4 ��������(�Է��������жԷ�)ʱ��p1����ָ�� �������ֵ p2sprpriority = 3

��� ܻ ����л�����˶Է��Ĺ������ָ�� �������ֵ

p1facing = -1

����-1� ����‫��ڻ‬ж���ʱ ‫�� ���ת‬ � ̫���������ĺ���

p1getp2facing = 1

����1�������‫�����ڹ‬ʱ�����������ķ���-

1� Զ�������ķ���0���ı � �p1facing�������� p2facing = 1 Թ���������ķ���

ͬ p1facing ������� ܹ �����ʱ��� �������ķ���-1�

p1stateno = 1001

��changestate� � ��˼Ϊ���hitdef���жԷ��

���b��‫����ָ ת‬statedef p2stateno = 1002 p2getp1state = 0

���hitdef���жԷ������� ܻ b��‫����ָ ת‬statedef(��� ܻ )

������Ұ�ô��ķ���ɣ�����Ҳ����ã���Ϊ0�����ֹ���ֽ��빥��� �state��animation���‫���ݡ‬p2stateno����ʱĬ����1����������ò�����Ч�� forcestand = 1

����1�Է���̬�� ܻ ʱǿ��‫ ��ת‬b 0��̬‫��� ״‬仯

fall = 1

����Ϊ1�Է����պ����ǰ������ ܿ

air.fall = 1

����Ϊ1�Է����б����и��պ����ǰ������ ܿ

fall.xvelocity = -5

��fall = 1ʱ���Է���‫���غ‬ʱ�ĺ����‫�ٶ‬

fall.yvelocity = -3

��fall = 1ʱ���Է���‫���غ‬ʱ�������‫�ٶ‬

fall.recover = 0 fall.recovertime = 10

����0�Է�����fall = 1ʱ� ���� ���� � 1����� ���öԷ�����fall = 1̬‫�� �״‬趨

��ʱ���ſ�� ��ƣ�����pausetimeӰ�� fall.damage = 25 down.velocity = -5��-3

�Է����պ��������� ܵ ˺� ò�ƺ�fall.xvelocity��fall.yvelocityһ�� ��

down.hittime = 10

�Է����‫��� غ‬tick��

down.bounce = 1 hitonce = 1

�Է����‫���ٵ‬1�����‫���غ‬һ��

�������1v2��2v2ģʽ�ķ��е>��У�����1Ϊֻ��һ��Ŀ����Ч kill = 1 ����ko������ 1���

����0 �ü����˺�ֵ���‫ڶ‬Է�����ֵ����ô�Է����

guard.kill = 1

ͬ kill ����ָ�Է������ʱ��

fall.kill = 1 numhits = 23 getpower = 5,0

ͬ kill ��ָ�Է�fall̬‫״‬ʱ�� ��ι����hits��ֵ�����

ǰ�����ֱ���ι����p1���л���� ������ � ı���������ι��� Է� givepower = 1,1

p1����

ǰ�����ֱ���� ܻ ����к����� ���������ֱ���� ܻ ������������� hitdefʣ��һЩpalϵ�л�envϵ�е��Ҿ �����Ұ� � ô�ķ���˵��һ���ˣ� palfx.time = palfx_time (int)

palfx.mul = r1, g1, b1 (int) palfx.add = r2, g2, b2 (int) ��Щ��������‫�������ڹ‬ʱ��ͨ����ɫ��Ӱ����ֵ����. palfx_time �Ƕ�����ɫ��ı��ʱ����λgame-ticks��Ĭ����0 ����Ӱ��). ����2�����ͬ��Palfx controller�е��÷�. ����Щ�������Ժ��Ч��������� ܺ й ‫ذ‬ɣ� envshake.time = envshake_time (int) envshake.freq = envshake_freq (float) envshake.ampl = envshake_ampl (int) envshake.phase = envshake_phase (float) ����Щ��������‫������ڹ‬е�ʱ����������Ļ� �Ч�� envshake_time ����ʱ� ��λgame-ticks. ����2�����ͬ��Envshake controller�е��÷�. fall.envshake.time = envshake_time (int) fall.envshake.freq = envshake_freq (float) fall.envshake.ampl = envshake_ampl (int) fall.envshake.phase = envshake_phase (float) ������Щenvshake.* ����, ������� ���‫��ڶ‬ʱ�������Ļ��. id = 55

��target�ı�ţ�������

‫���ڳ‬l���Ĺ�������Ұ�ô��ķ���������ģ� id = id_number (int) ��Ҫ����l����‫׵‬Ĺ�����. �Ժ����ʹ�����NUM��������Ƿ�� ‫�ض‬id��hitdef���� ������ּ�targetid. �������� targetbind controllers, ���� target(id) � ���‫��ʹ�����ض‬. ��Чֵ������>=1������. Ĭ�� 0 (��id). ��Ҫ��targetid��Playerid����.

chainid = id_number (int) ��Ҫ����l����‫׵‬Ĺ�����. ֻ�ж������һ���DZ��‫�ض‬chainid������������‫ڵ‬Ĺ���Ż���Ч�� �����‫�ڵ‬һ��������趨 targetid Ȼ�����Ĺ�������ʹ�������� ‫ʹ⼴�ע‬û��id ��chainidl��Ҳ����l�ϡ� Ĭ��Ϊ -1 (��� �� ���� κι� l� ). nochainid = nochain_1, nochain_2 (int) nochainid �趨 2 ����֮ ܴ l���chainid�� ����� -1 (Ĭ��ֵ),��ô����ȷָ�����ĸ�ID��Hitl�����Ч�� nochain_2 ����ʡ��. ����-1, ֵ���‫�غ‬chainid��Ӧ. �����ֱ���ǰ�����ǰһ���֮�����һ���ֻ���������û��Ӱ�졣 attack.width = z1, z2 (int)

ps��hitdef�ö� �� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;helper ��ϵ ��Ҳ��mugenϵ �е �һ����Ҫ���� [state helper] type = helper trigger1 = time = 25

������ ��� ��ֵ�ʱ��

helpertype = normal normal����� ��� �� �����Ļ���� �������ƶ���������helper�� �����ƶ� id = 22

�� ��� ı�ţ�һ�����

‫��ڷ‬е>���helper��ʱ����cmd�е����� postype = left ;back ������explod��postype� ��Ҳ��� ˵�ˣ���˼�� ϸ�

helper���˭�������λ��

pos = 20,-10 facing = 1

���postype���ó��ֵ���� ����1Ϊhelper�����ҷ���Ҳ����� �helper�ǰ�� ;-

1��֮ stateno = 2200

����helper��ȡ��statedef����stateno =

2200����ô��Ҫ��statedef 2200�������helper������ keyctrl = 1 ����1�������player������Ƹ�helper������0������ ܲ һ������ 0 ownpal = 1

����1��ͬ� ����playerʹ��player�ĵ�ɫ�壬

�����explod��ownpal supermovetime = 8888 pausemovetime = 9999

helper��superpauseʱ�ƶ���tick�� helper��pauseʱ�ƶ���tick��

name = "marisa"

helper�����֣�����û��ʲô��

ps:�����̳����л���"zhangyonghe"����helper� ��̳̣�����Ȥ�Ĵ���ǿ�� ��� http://www.mugenchina.org/phpwind/read.php?tid=14879 http://www.mugenchina.org/phpwind/read.php?tid=14584&fpage=2 http://www.mugenchina.org/phpwind/read.php?tid=14453&fpage=2 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;hitadd

���l����ֵ������������hitdef�Ҵ����‫� ������ڹ‬statedef��

[state hits] type = hitadd trigger1 = time = 3 trigger2 = time = 7 trigger3 = time = 12 trigger4 = time = 19 trigger5 = time = 28 trigger6 = time = 35 trigger7 = time = 39 trigger8 = time = 42 ���� �statedef�ĵ�3��7��12��19��28��35��39��42tickʱ value = 3 ��statedef�ĵ�3��7��12��19��28��35��39��42tick�ᶼ����3hits ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;hitby

���ij�ַ�ʽ����

[state hitby]

type = hitby trigger1 = 1 �� �����statedef������Ч value = sca,at � �Է�hitdef� arrt = s,nt��s,st��s,ht��c,nt��c,st��c,ht��a,nt��a,st��s,ht���� ignorehitpause = 1 time = 10 ����������10tick����Чֵ������trigger1 = 1��������statedef������������10tick����Чʱ�� [state hitby] type = hitby trigger1 = time = 30 value = ,at,ap,ha,sa й������ �����

�� �����statedef��30tick � ����е� Է� �������еķ��е �

>�� ��

����������50tick����Чֵ

time = 50

ps����2��������valueʡ����sca����ô�1�‫��ڵ‬ǰҪ�Ӹ�� ����˵��aa,at,ap�ֱ������й������� �������з��е> ��� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;hitfalldamage

���Է����к��� �����˺�

[state falldamage] type = hitfalldamage trigger1 = pos y = 0 value = -20 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;hitfallset

��������뵽����ʱ ����20����ֵ

�����к�����ʱ������

hitfallvel

�����к����µ��‫�ٶ‬

��}�����û��ô�Ӵ����������ժ��misamu���ķ��룺 when the player has been hit, sets the player's fall variables. ���� ��� �������ʱ�������� Ѿ �

������ ��

required parameters: none ��ѡ���� �� optional parameters: ��ѡ���� value = fallset_flag (int) if fallset_flag is -1, then this controller does not change whether the player will fall or not. a 0 fallset_flag means that the player should not fall, and a 1 means that he should. defaults to -1. ���fallset_flag -1����ÿ�����ı��� ���Ƿ���� fallset_flag

0��ʾ�� �

1�£������ ��ʾ��Ҫ���¡�ȱʡ -1�� xvel = x_velocity (float) yvel = y_velocity (float) if specified, sets the player's fall.xvel and fall.yvel parameters, respectively. see hitdef for a description of these parameters. ���ָ�������ֱ������� � �fall.xvel��fall.yvel���� hitdef��

��ù��

‫ڸ‬ò���ĸ������ example: none ʾ�� �� if the player has been hit and is in a falling state, sets the player's velocities to the fall velocities (fall.xvel and fall.yvel) specified in the hitdef. ����� ��� ��������Ҵ������� Ѿ fall.xvel��fall.yvel�� required parameters: none ��ѡ���� �� optional parameters: none ��ѡ���� �� example: none ʾ�� �� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;hitoverride ���ǶԷ���hitdef��

̬‫���������� ��״‬hitdefָ������ ���‫ٶ‬ȣ�

‫����� ��ת‬statedef�����8��(�������е>�);��� ����statedef�Ľ���(������Reversaldef) [statedef 1003] type = s movetype = a ctrl = 0 anim = 9898 [state hitoverride] type = hitoverride

;������reversaldef

trigger1 = time > 10 && time <= 85 ‫�ڵ‬ʱ��

�����statedef��10tick��85tick֮���

������� ܵ κι���

attr = sca,aa,at,ap

‫����ת‬statedef 1003

stateno = 1003 ;-------[statedef 1103] type = s movetype = a ctrl = 0 anim = 1103 [state hitoverride] type = hitoverride

;�������е>�

trigger1 = time > 10 && time <= 85

�����statedef��10tick��85tick֮���

‫�ڵ‬ʱ�� attr = sca,ap stateno = 1104

������� ܵ κη��е>����Թ��� ‫����ת‬statedef 1104

(�����ķ��е>

�statedef) ժ��misamu���ķ���:ָ

slot = 1 �����ø�hit���ǵIJ� ۣ slot���ţ�0��7�� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;hitvelset

�����к���‫�����ٶ‬

ժ��misamu���ķ���: when the player has been hit, sets the desired components of the player's velocity to the appropriate gethit velocities. ���� ��� �������ʱ����� Ѿ� ø�� ����Ҫ��� ‫ٶ‬Ȳ���Ϊ�ʵ������ ܻ ‫ٶ‬ȡ� required parameters: none ��ѡ���� �� optional parameters: ��ѡ���� x = x_flag (int) y = y_flag (int) a nonzero flag means to change that component of the player's velocity to the gethit velocity. ��0�ı�DZ�ʾ�ı���Ϸ��� ‫ٶ‬ȵĸóɷ�Ϊ��� ܻ ‫ٶ‬ȡ� example: none ʾ�� �� notes: obsolete. ‫�ע‬⣺ �ѻķϡ�

;===================l========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;lifeadd

����ֵ�����

[state lifeadd] type = lifeadd trigger1 = time = 103

�����statedef����103tick

value = 3

���3������ֵ������ �� ����ʱ���õ�����������1 �۵������ֵ����

kill = 0 ������ֵ������0 �� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;lifeset

ָ����statedef������ֵ

[state lifeset] type = lifeset trigger1 = time = 103 value = 1000

�����statedef����103tick ��������ֵ���٣������1000����ֵ

;===================m========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;==============================================

;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;makedust ����ҳ� ժ��misamu���ķ���: creates dust effects. ��������Ч�� required parameters: none ��ѡ���� �� optional parameters: pos = x_pos, y_pos (int) specifies the position that the dust should be drawn at, relative to the player's axis. defaults to 0,0. ָ������Ӧ��������λ�ã�������� � ����� ȱʡ 0,0�� pos2 = x_pos, y_pos (float) specifies the position to simultaneously draw a second dust cloud at. if omitted, the second dust cloud is not drawn. ָ��ͬʱ���Ƶĵ ‫�������ڶ‬Ӧ�û�����λ�á����ʡ� ��‫������ڶ‬ƽ� �������ơ� spacing = value (int) determines the number of frames to wait between drawing dust clouds. for instance, spacing = 3 (the default) will draw a new cloud of dust every third frame. spacing should be 1 or greater. ������Ƽ�Ⱥ�Ļ��棨 frame���š����磬 spacing = 3��ȱʡ����ÿ�� һ���µij����ơ�spacingӦΪ1���� example: none ʾ�� �� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;modifyexplod

���滭

� �Ч�����Ƿ��ij��explod��id���

[state modifyexplod] type = modifyexplod trigger1 = 1 id = 88

�� ��Ҫ� �explod�ı��

scale = -0.182 - (.1081*(time-20)), -0.182 - (.1081*(time-20)) ‫�����ֻ������ݣ‬ ;******************* ;******************* ;******************* ;******************* ;*******************

� ĵ����

;******************* ;******************* ;******************* ;******************* ;******************* ;movehitreset ���к�λ �Ҳ������������ʲô�‫���ط‬ժ��misamu���ķ���: resets the movehit flag to 0. that is, after executing movehitreset, the triggers movecontact, moveguarded, and movehit will all return 0. ��λmovehit��� 0������˵����ִ��movehitreset� �����movecontact�� moveguarded����Movehit��������0�� required parameters: none ��ѡ���� �� optional parameters: none ��ѡ���� �� example: none ʾ�� ��

;===================n========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;nothitby

����ʲô��ʽ���У���hitby������ ��

[state nothit] type = nothitby trigger1 = 1 value = sca ignorehitpause = 1 time = 10 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;*******************

��statedef��ʼ��������Ч �����κη�ʽ����

;******************* ;******************* ;null >_< ���Dz����õIJ���ժ��misamu���ķ���: does nothing. this is useful for temporarily disabling state controllers by simply changing their type to null. �����κ��¡����‫���ڽ‬ı�̬‫�������״‬type null����ȡ��̬‫������״‬ required parameters: none ��ѡ���� �� optional parameters: none ��ѡ���� ��

;===================o========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;offset ����÷���hitdef��snap�Dz ��ģ��ǽ��Է���λ��ǿ�иı�����Լ����λ�� [state offset] type = offset trigger1 = time = 5 x = 20 y = -5 �������˼�������statedef��5tickʱ��p2����λ�����Ķ�����ǿ����ҷ��p1 �����������20������-5�ĵ ‫�ط‬ ;===================p========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;*******************

;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;palfx

�趨����ĵ�ɫ�̣���allpalfx��һ��ģ�����Ͳ

�̫��ϸ�����ˣ�ֻ��misamu���ķ���д��4 applies temporary effects the player's palette. these will also affect the palette of any explods and helpers the player has, unless they have specified ownpal = 1. Ӧ���� � �ɫ�����ʱЧ����Ҳ��Ӱ�����Ϸ� ��κα� �� ��� �������DZ� ָ����ownpal = 1�� required parameters: none ��ѡ���� �� optional parameters: ��ѡ���� time = duration (int) specifies the number of ticks that the palette effects should last. specify -1 to have the palette effects last indefinitely. ָ����ɫ��Ч��Ӧ������� ֡��tick����ָ��Ϊ-1ʹ�õ�ɫ��Ч�� һֱ���� add = add_r, add_g, add_b (int) mul = mul_r, mul_g, mul_b (int) each add component is added to the appropriate component of the player's palette, and the result is multiplied by the appropriate mul component divided by 256. for instance, if pal_r is the red component of the character's original palette, then the new red component is (pal_r + add_r)*mul_r/256. the defaults for these parameters are: add = 0,0,0; mul = 256,256,256 (no change) ÿ��add�ɷֽ����ӵ���Ϸ� �ɫ�����Ӧ���֣�����‫����ٳ‬ʵ���mul ��pal_r �� �� ��ɫ��ĺ�ɫ�ɷ�ֵ�����µ�

�ɷֳ���256�����磬

��ɫ�ɷ�ֵ (pal_r + add_r)*mul_r/256��

��Щ�����ȱʡֵ �� add = 0,0,0; mul = 256,256,256����� sinadd = ampl_r, ampl_g, ampl_b, period (int) creates an additional sine-wave palette addition effect. period specifies the period of the sine wave in game ticks, and the amplitude parameters control the amplitude of the sine wave for the respective components. for instance, if t represents the number of ticks elapsed since the activation of the palfx controller, and pal_r is the red component of the character's original palette, then the red component of the character's palette at time t is (pal_r + add_r + ampl_r*sin(2*pi*t/period))*mul_r/256. ����һ����ӵ����Ҳ��ε�ɫ����Ч��periodָ�����Ҳ��ε���Ϸ

֡

��tick�������amplitude������ֱ�������Ҳ������ĸ�ɷ

֡�

���磬

��t���Palfx������� ��ʱ��֡��tick����pal_r ��

�� ��ɫ��ĺ�ɫ�ɷ֣����� �

�ɫ����tʱ�̵ĺ�ɫ�ɷ� (pal_r + add_r + ampl_r*sin(2*pi*t/period))*mul_r/256�� invertall = bvalue (bool) if bvalue is non-zero, then the colors in the palette will be inverted, creating a "film negative" effect. color inversion is applied before effects of add and mul. bvalue defaults to 0. ���bvalue��0�����ɫ�彫����ɫ������һ���Ӱ��Ƭ��Ч��‫��ת‬ ɫ��add��mulЧ��֮ǰӦ�á�bvalueȱʡ 0�� color = value (int) this affects the color level of the palette. if value is 0, the palette will be greyscale. if value is 256, there is no change in palette. values in between will have an intermediate effect. this parameter's effects are

applied before invertall,

add and mul. default value is 256.

��Ӱ���ɫ�����ɫˮƽ����ֵ 0����ɫ�彫 ƫ������ֵ 256����ɫ��û

�иı ����֮�佫

�����м�Ч��ò����Ч����invertall��add��mul ǰӦ� ֮ á�ȱʡ 256�� example: none ʾ�� �� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;parentvaradd ����˵�����������helper��statedef�У���ô�����������(� ����helper��)���var(����)��fvar(����С��)�ı� [state parentvaradd] ;����� type = parentvaradd trigger1 = time >= 50 �� v = 5 ����var�� value = -1

var(5)��ֵ

�����������˼����var(5) = -1 [state parentvaradd] type = parentvaradd trigger1 = time = 80 fv = 13

;������� �� ����fvar��

value = cos(7)

fvar(13)��ֵ

��˼����fvar(13) = cos(7) ��helper����ӵı� ֵ��������� ���������� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;parentvarset ����statedef��helper����ô�������������������˵�var��fvar���� [state parentvarset] type = parentvarset trigger1 = var(5) = -1 trigger1 = time >= 50 var(12) = 0

������˼�ǵ�var(5)��ֵ -1ʱ������50tick��var(12)��ֵ� �� 0 [state parentvarset] type = parentvarset trigger1 = fvar(13) = cos(7) trigger2 = var(12) = 0 fv = 13 value = 1 ������˼ ��fvar(13)��ֵ cos(7)ʱ������var(12)��ֵ 0ʱ��fvar(13)��ֵ� � 1 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;pause

ֹͣ������������ûᵼ���� ����ͣ������explod������pausemovetime����

[state pause] type = pause trigger1 = time = 0 time = 20 movetime = 20

��ͣ�ij���ʱ�� ��ͣ��ʱ�� ��ͣʱ�����statedef����ͣʱ�����ƶ���ʱ��

��������������������� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;playerpush

�ƣ���������������ж϶Է��Ƿ������ ܴ �

[state push] type = playerpush trigger1 = 1 value = 0 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;*******************

����0��Է����Դ�������1��Է������� ܴ

;******************* ;******************* ;playsnd �������IJ����� [state snd] type = playsnd trigger1 = time = 5 value = s25,5 volume = 255 channel = 9999

��������.snd�е���Ч ������Ч����

���Ӧ�����Dz�����Ч������ֵ�ˣ�������ֵ��������ǵ�����ֵ������(����˵�� ���һ������ֵΪ85�Ȳ��ţ�Ȼ��10tick���‫���ٲ‬һ������ֵ 86�ġ�ֹͣ���ŵ�����ֵ������Ÿ �����ֵ����);����˵������ֵ 0����Чֻ�б���� �������ж� lowpriority = 5

���֪����ô�ã����misamu���ķ��룺�����(channel)�� -

1ʱ��Ч������ֵ��0�������#�����һ��Playsnd���õģ�

���

‫��ڲ‬ŵ�������� ܱ µ���������жϡ� freqmul = 2.3 �ƺ�����Ч ���� ���������� Բ loop = 2 ���Ҳû�ù�Ӧ�������õ�����Ϊ�����Ч�� �������� ֵ����0� ź� �� pan = 5

��Чλ��ƫ�� ����ֵ������0����ֵ���‫� ����������ء‬

�ǰ��ƫ��;��ֵ��С��0���������� � ĺ�ƫ�ơ���֪��������ô� abspan = 5 ��pan���ƣ����˸���������Ļ�м� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;posadd λ�õ��ƶ����

���������� � ��

[state posadd] type = posadd trigger1 = time > 0 x = 30 y = -10 ������˼ ���statedef��1tick��ʼ����������ǰ� ��ƶ��� xֵ�� ��������ǰ���� ��������� yֵ�� ���������£��� ���������� ;******************* ;******************* ;******************* ;******************* ;*******************

;******************* ;******************* ;******************* ;******************* ;******************* ;posfreeze

����λ�ã�ò�ƾ������‫��ڿ‬еļ��‫����ܣ‬Ƕ��

‫��ڿ‬У����˶���ʱ�������� [state posfreeze] type = posfreeze trigger1 = time = [20,90] value = 1 �������˼ �����statedef�ĵ�20tick����90tick֮���ʱ���‫�ڣ‬value����1����‫ס‬λ �ã�����0 ����‫ס‬ ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;posset

��������λ�ã�һ��������Ļ���� ��

�ģ����trigger�ĸ��ֻ��������õ����ˡ�helper�ȵ�λ�� [state posset] type = posset trigger1 = time >= 20 x = 0 y = 0 ����˵�����statedef��ʱ�� 20tick��20tick֮���������������Ļ����λ�õĵ��档 [state posset] type = posset trigger1 = time = 0 x = p2bodydist x - 10 y = p2bodydist y - 25 �������˼�����statedef��ʼʱ��� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;*******************

�������˵�ǰ��10���‫���ص‬25�����‫�ء‬λ��

;******************* ;poweradd

�� ֵ�����

[state poweradd] type = poweradd trigger1 = time = 0 value = -100 ��˼ ���statedef��ʼʱ���� �����100�� ���� ����� ������ ������ ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;powerset �� ���� [state powerset] type = powerset trigger1 = time >= 10 && time <= 530 value = 3000 �����statedef��10tick����530tick֮���ʱ���3000�����������‫ڣ‬ ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;projectile

������е> �����hitdef ͬ ��һ����÷�

[state projectile] type = projectile trigger1 = time = 25

��statedef���������е> �ʱ��

projid = 100

�÷��е> ı�ţ�������cmd�����÷���÷��е> ���

projanim = 1001

�����е>���air�е�action�飬

����ǹ���>���ôactionҪ���ù���� projhitanim = 1002

�����е> ��жԷ���Ļ�Ч���ȡair��action��

projremanim = 1003

�����е> ��Ƴ�ʱ�Ļ�Ч���ȡair��action��

projcancelanim = 1004

�����е>�����һ��з��ķ��е> �Ļ�Ч���ȡair��action��

projscale = 1,1

�����е> ����ֵ�������explod��scale

projremove = 1 ����0 �����е> �ʹ���е���Ҳ�����Ƴ�����1�����к��Ƴ� projmisstime = 10 ��������е>��Ƕ�ι���(��orochi�ĺ�����)���������һ�ι���Է���Ҫ��� ���tick���ܵ‫��ڶ‬ι���Է� accel = 1.5,-2.3

velocity���ϵļ��‫�ٶ‬

remvelocity = 3.5,-1.8

���е> ��Ƴ�ʱ���н��‫�ٶ‬

offset = -20,0

��statedef���������е>�ʱ���е> ij���λ��

velocity = 2.1,-1.9

���е>‫� ��ٶ‬

velmul = 2.1,-1.9 projhits = 1

velocity���ϵij��‫�ٶ‬

�����е> Ե��˼�����Ч����������3�����ǹ����˶Է�3�κ Է����������е> �û�й���Ч���� projpriority = 6666

���е> ��������ֵ������Է��ķ��е> �������ֵ 6665����ô���>

��̵�Է��ķ��е>� projsprpriority = 5

���е> �������ֵ�������explod��sprpriority

projstagebound = 30

�趨���е> ��Ƴ�ǰ�ƶ�����Զ���룬 ò���Ǿ���ǰ����

ܽ �ʱ����> �� ����>���ָ� ���Զ���� projheightbound = -290

�趨���е>��‫ �� ����ڴ‬ȵ���Զ����ʱ���Ƴ�ͬprojstagebound

postype = p1

���е> �����˭��λ������ �����explod��postype

projshadow = 0,0,0 supermovetime = 6666 pausemovetime = 9999

���е> ĵ�Ӱ ���е>���superpauseʱ���ƶ���ʱ�� ���е>���pauseʱ���ƶ���ʱ��

���µIJ�����Բο����hitdef�е������Ա����������е>

;===================r========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;*******************

�����

;******************* ;******************* ;******************* ;removeexplod �Ƴ���������Ӧid��ŵ�explod [state explod] type = explod trigger1 = time = 0 anim = 1300 id = 700 [state removeexplod] type = removeexplod trigger1 = time >= 100 id = 700 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;reversaldef

��explod�ı��

��statedef�ĵ�100tickʱ���Ƴ��� 700��explod

���������мܶԷ��Ĺ����(�Է����statedef��Ӧ��air��action���õĺ��)ʩ�ӷ ��� [state reversaldef] type = reversaldef trigger1 = 1

��statedef����Ч

reversal.attr = sca,aa,np,sp,nt,st

�м��κ� b��� ���еĹ���;վb���

���е���ͨ�> ���; b��� ��������> ���; b��� ������ͨ ��; b��� �������� �� pausetime = 5,5

�м���� ܺ ˫������5tick��Ӳֱʱ��

sparkno = 270

�м�� ܺ fightfx.air�е�action

270������������� �air�Ļ��飬 action���ǰҪ��s sparkxy = 10,-50

� ��ֵ�λ��

hitsound = s2010,5

�мܺ ����Ч

p1stateno = 3999

�м� ܺ pausetime��p1����statedef 3999

p2stateno = 4000

�м� ܺ pausetime��p2����statedef 4000��� ܻ

id = 10010

�����м�p2� ���p2��ֵ ܻ �target�ı��

;===================s========================== ;============================================== ;==============================================

;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;screenbound

��Ļ�Ĵ�Խ����

[state screenbound] type = screenbound trigger1 = 1 value = 0

�������0����statedef�����뿪��Ļ������1� �

movecamera = 5,-5

�� ��x�����y�������Ƿ�ֱ�Ӧ���� ��

����棬

��������l.c���Ľ̳̣� http://www.mugenchina.org/phpwind/read.php?tid=12206 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;selfstate

����� ���statedef������changestate� � ����������p2����� ܻ

misamu���ķ��룺��changestate���ƣ������Ǹı���Ϸ� ��‫��� ����ص‬ ̬‫����� ����״‬ �����һ������� Ѿ ��� [statedef 9800] type = a movetype = h ctrl = 0

̬‫��ڶ���״‬ϣ�������̬‫״‬ʱ����������

;p1����p2����� ܻ

[state changeanim2] type = changeanim2 trigger1 = time = 0 value = 5030 [state vel] type = velset

����p2�‫������ڽ‬statedefʱ����p1��5030��

trigger1 = time > 0 ��p2�������statedef��1tick�Ժ ���������潵��

y = .1 [state selfstate] type = selfstate trigger1 = pos y = 0

��p2�������statedef� ��

value = 5100

����ʱ��������/��� ���statedef 5100 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;sprpriority

�������ֵ

�������ӱ��������ʼ����ֵ 1����������ֵ��ͣ� [statedef 1000] type = u movetype = u anim = 500 ctrl = 0 sprpriority = 1 [state sprpriority] type = sprpriority trigger1 = time >= 0 && time <= 20 value = 0 [state sprpriority] type = sprpriority trigger1 = time > 20 && time <= 40 value = -1 [state sprpriority] type = sprpriority trigger1 = time > 40 && time <= 60 value = -2 [state sprpriority] type = sprpriority trigger1 = time > 60 && time <= 80 value = -3 [state sprpriority] type = sprpriority trigger1 = time > 80 && time <= 100 value = -4

value������ֵ�����֣�sprpriority ͬ ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;statetypeset

��statedef�е�type��movetype��physics��̬‫״‬

[statedef 2000] type = s movetype = a physics = n [state statetypeset] type = statetypeset trigger1 = time = 30 statetype = a movetype = i physics = s ���潲���������˼�� statetype��a���С�c�‫�ס‬s ��l��� ‫�ء‬uǰһ��state̬‫״‬ movetype��i�ƶ��С�a����h����uǰһ��state̬‫״‬ physics��a���С�c�‫�ס‬s ��n�� ̬‫��״‬uǰһ��state̬‫״‬ ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;sndpan

������壬��Stopsnd

ֹͣ���š�

��֪����������ʲô�‫��� ����ط‬misamu���ķ���

changes the panning of a currently playing sound. this controller may be continually triggered to smoothly move a sound across the sound field or to have a sound follow the player. �ı ǰ�������������ÿ�������Բ��ϱ�������ƽ���ƶ�һ��������������� ���ʹ���������Ϸ� � required parameters: ��ѡ���� channel = chan_no (int) specifies the channel number of the sound to pan.

ָ��������ֵ���������#�channel���� pan = p or abspan = p (int) these parameters cannot both be specified at the same time. p determines the sound offset in pixels from the player (in the case of pan) or from the center of the screen (in the case of abspan). see playsnd for a description of the panning parameters. ��Щ������ͬʱ��ָ����p������ � �pan��������Ļ���� ��abspan���������������Ч���λ�ã���� playsnd��ȡpan �������ϸ���ϡ� optional parameters: none ��ѡ���� �� example: none ʾ�� �� ;stopsnd stops any sound which is playing on the specified channel. ָֹͣ����#�channel�����‫��ڲ‬ŵ��κ����� required parameters: ��ѡ���� channel = chan_no (int) stops playback of any sound on chan_no. if chan_no is -1, then all sounds are stopped, including those belonging to other players. do not abuse this feature. ֹͣchan_no��5�����š���chan_no -1�������������ֹͣ���� ����������������������������� optional parameters: none ��ѡ���� �� example: none ʾ�� �� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;superpause

����ֹͣ�����������‫�ڳ‬ɱ����ʱ���y�

[state superpause] type = superpause trigger1 = time = 0 time = 20

ֹͣ��ʱ��

movetime = 20

ֹͣʱ�����ƶ���ʱ��

anim = 3000

ֹͣ ʱ���ŵ�� y

���������� �airҪ��ǰ��s�����ȡfightfx.air��ֱ����дaction��ż��� sound = 20,0 �y���������� �sndҪ��ǰ��s�����ȡ����snd��(common.snd)ֱ

����д��Ч��ż��� ���anim�������û ��ֵ�λ��

pos = 0,-50 darken = 1

������1��ֹͣʱ��Ļ� ��0����Ч��

p2defmul = 2

������� ������misamu���ķ��룺

������Ϸ����ʱ�˶��κ�Ŀ�����f�� ���������� � tӵ������˺��ij�����

ͣ�

‫�����ڡ‬Ϊ1�����ı�Ŀ��ķ���f��0Ϊ����ֵ�������÷��� mugen.cfg �ļ���[rules]�ε�Super.targetdefencemul�����õ�ֵ��ȱʡֵ 0����Чֵ poweradd = -1000 unhittable = 1

���������0

��ֹͣʱ�� ������

����1���statedef��ֹͣʱ�������У�0 ��(��nothitby��hitby��� ����)

;===================t========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;targetϵ�У�������‫������ھ‬Ѿ��������ˣ���������������ַ������Ͳ��� ˵���ˣ� http://www.mugenchina.org/phpwind/read.php?tid=14477&fpage=2 http://www.mugenchina.org/phpwind/read.php?tid=14516&fpage=2 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;turn

�‫���ڲ�����ת‬ʱ ‫��ת‬

[state turn] type = turn trigger1 = p2bodydist x < 0 ��˼ �‫ڶ‬Է��������statedef�������ʱ������‫��ת���ת‬

;===================v==========================��var�ˣ����Ǹ���ѵ�� �������Ҳ��̫���� ‫�����أ‬ǿ�̸���Щ����÷��ɣ� ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;varadd

��� ���Ӹ�var��fvarֵ������parentvaradd�÷��Dz

��ģ���ͬ������Ǹ��Լ��ӱ� �ģ�������ֻ��misamu���ķ���д��4��������� parentvaradd adds to one of the player's working variables. either a float variable or an int variable can be added to by this controller. �ӵ�һ����Ϸ� ���� �����ÿ�����ӵļȿ����Ǹ���С��� Ҳ����������� �� required parameters (int version): ��ѡ��������棩�� v = var_no (int) var_no should evaluate to an integer between 0 and 59. var_no���Ӧ һ��0��59֮������� value = int_expr (int) int_expr is the value to add to the int variable indicated by var_no. int_exprΪ�ӵ�ver_no��ָ����� ��ֵ�� required parameters (float version): ��ѡ�����С��棩�� fv = var_no (int) var_no should evaluate to an integer between 0 and 39. var_no���Ӧ һ��0��39֮��ĸ���С�� value = float_expr (float) float_expr is the value to add to the float variable indexed by var_no. int_exprΪ�ӵ�ver_no��ָ����� ��ֵ�� optional parameters: none in both cases ��ѡ���� }�������

alternate syntax: �ɴ���� �� var(var_no) = int_expr (int version)������棩 fvar(var_no) = float_expr (float version)������С��棩 notes: ‫�ע‬⣺ due to historical reasons, note that the alternate varadd syntax listed above matches neither the syntax for variable assignment within an expression, nor the syntax for variable addition within an expression. if you have placed p2 in a custom state through a successful hit, do not use variable assignment within the custom states. otherwise, you will overwrite p2's variables, which is rather rude. ������ʷ ��‫�������ע‬г��Varadd�ɴ���� �Ȳ����� ܽ ��ֵ���� ���ʽ� ‫�ڣ‬Ҳ���

ܽ ��� �����‫��ڱ‬ʽ�‫�ڡ‬

�������ͨ��һ��ɹ���hit��p2��һ���ƣ�custom��̬‫�����ֵ �� � ���״‬ ‫�� � ������ڶ���״̬�ڡڡڡ‬³�‫�ظ‬дp2˫�‫׵‬ı� �� example: none ʾ�� �� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;varset

��� �����var��fvarֵ������parentvarset�÷��Dz

��ģ���ͬ������Ǹ��Լ����ñ� �ģ�������ֻ��misamu���ķ���д��4������� ��parentvarset sets one of the player's working variables. either a float variable or an int variable can be set by this controller, but not both at the same time. ������ � �һ����� ���ÿ�����ȿ������ø���С��� ��Ҳ��������� ���� ��������}��ͬʱ���á� required parameters (int version): ��ѡ��������棩�� v = var_no (int) var_no should evaluate to an integer between 0 and 59. var_no���Ӧ һ��0��59֮������� value = int_expr (int) int_expr is the value to assign to the int variable indicated by var_no. int_expr Ҫ����var_no��ָ������� ��ֵ�� required parameters (float version): ��ѡ�����С��棩�� fv = var_no (int) var_no should evaluate to an integer between 0 and 39. var_no���Ӧ һ��0��39֮������� value = float_expr (float) float_expr is the value to assign to the float variable indexed by var_no. float_expr Ҫ����var_no��ָ�ĸ���С��� ��ֵ��

optional parameters: none in both cases ��ѡ���� }������� alternate syntax: �ɴ���� �� var(var_no) = int_expr (int version)������棩 fvar(var_no) = float_expr (float version)������С��棩 notes: ‫�ע‬⣺ due to historical reasons, note that the alternate variable assignment syntax listed above does not exactly match the syntax for variable assignment within an expression. if you have placed p2 in a custom state through a successful hit, do not use variable assignment within the custom states. otherwise, you will overwrite p2's variables, which is rather rude. ������ʷ ��‫�������ע‬г�ı� ��ֵ�Ŀɴ���� ��ȫͬ���ñ��ʽ��ֵ �� ��� �� ������ͨ��һ��ɹ���hit��p2�̬‫�ʹ��ڶ���״̬�����ڶ���״‬ñ� ��ֵ�� ����� ��дp2�ı� ������� ��³�ġ� example: none ʾ�� �� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;varrandom

�� (var��fvar)�����ѡֵ

[state varrandom] type = varrandom trigger1 = time = 0 v = 16 range = 0,99 ��˼�ǵ����statedef��ʼʱ��var(16)����0��99���Χ�����ѡ��ֵ ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;varrangeset

�� �� ��� �

ã�����IJ� ֪���ˣ�misamu���ķ��룺

sets a contiguous range of the player's working variables to the same value. either float variables or int variables can be set by this controller, but not both at the same time.

������ ��һ���‫�ڽ‬Χ�ģ����У������ Ϊ��ͬ��ֵ���øÿ�����ȿ������ø���С� �� Ҳ������������� ��������}��ͬʱ���á� required parameters (int version): ��ѡ��������棩�� value = int_expr (int) int_expr is evaluated once to give the value that is assigned to all int variables in the range. int_expr��� Ҫ����֮ǰ��� �‫��ֵ�� ����������ڵ‬ required parameters (float version): ��ѡ�����С��棩�� fvalue = float_expr (float) float_expr is evaluated once to give the value that is assigned to all float variables in the range. float_expr��� Ҫ����֮ǰ��� �‫����ڵ‬и���С��� ��ֵ�� optional parameters (both versions): ��ѡ����}�汾 ְ ���ǣ��� first = first_idx (int) specifies the lower end of the range of variables to set. defaults to 0 (first variable). ָ��Ҫ���õı� �� ����С�± ȱʡ 0����һ��� ���� last = last_idx (int) specifies the higher end of the range of variables to set. defaults to 59 for int variables, or 39 for float variables (this is the last available variable in both cases). ָ��Ҫ���õı� �� ������± ����� ȱʡ 59������С��� 39������}������еĺ�һ����ñ� ���� notes: ‫�ע‬⣺ if you have placed p2 in a custom state through a successful hit, do not use variable assignment within the custom states. otherwise, you will overwrite p2's variables, which is rather rude. ������ͨ��һ��ɹ���hit��p2�̬‫�ʹ��ڶ���״̬�����ڶ���״‬ñ� ��ֵ�� ����� ��дp2�ı� ������� ��³�ġ� example: none ʾ�� �� ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;velset

�‫�����ٶ‬

[state velset] type = velset trigger1 = time > 0 x = .1 y = .2 ��˼�ǵ����statedef��1tick����ǰ�‫ �ٶ‬0.1�������‫ �ٶ‬0.2 ;******************* ;*******************

;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;veladd

�‫���ٶ‬ӣ�������velset��������‫ٶ‬ȵIJ���

[state velset] type = velset trigger1 = time > 0 && time <= 100 x = .1 y = .2 [state veladd] type = veladd trigger1 = time > 80 x = 1 y = 3 ��˼�ǵ����statedef��1tick� �100tickǰʱ����ǰ�‫ �ٶ‬0.1�������‫ �ٶ‬0.2 �80�‫ڵ‬tick�������veladd����ô���statedef��80tick��������‫ٶ‬Ⱦ�ʱx = 0.1+1;y = 0.2+3 ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;velmul

�‫���ٶ‬velset��� ��‫�ٶ‬

[state velset] type = velset trigger1 = time > 0 && time <= 100 x = .1 y = .2 [state velmul] type = velmul trigger1 = time > 80 x = 1 y = 3 ��˼�ǵ����statedef��1tick� �100tickǰʱ����ǰ�‫ �ٶ‬0.1�������‫ �ٶ‬0.2 �80�‫ڵ‬tick�������velmul����ô���statedef��80tick��������‫ٶ‬Ⱦ�ʱx =

0.1*1;y = 0.2*3

;===================w========================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;============================================== ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;******************* ;width

�� �ľ��룬��daimon��6246a/cǰ���� ��ʱ����ж��ֻ����Ų������� ܴ

[state width] type = width trigger1 = time = 35 edge = 100 player = 10

��ǰ���� İ� ��ֺ���100���‫ص‬ľ��� ��ǰ���� �player���ֺ���10���‫ص‬ľ��

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