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common1.cns
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common1.cns
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; Common state file for M.U.G.E.N 1.0
;
; System variables usage
; ----------------------
; Var name Type Purpose
; -------- ---- -------
; sysvar(0) Temp Set by state 5081 (HITL_SLIDE) to 1 to prevent
; showing ground hit frame in state 5110 (HIT_LIEDOWN).
; Used by guarding states.
; sysvar(1) Temp Used by state 40 (Jump Start) amd 45 (Air Jump Start)
; to keep track of which way to jump.
; Used by state 5100 and 5110 to remember downward
; velocity of player just before hitting the ground.
; Used in state 5080 for storing the anim # to display.
; The following states have special handling within MUGEN, and should be
; overridden with caution:
; Jump Start (40): airjumping bookkeeping at time = 0
; All guard states (120-155): guard handling throughout state
; Hit_trip, shaking (5070): defense increases at time = 0
; Downed get-hit (hit ground from fall) (5100):
; defense increases at time = 0, player becomes invincible if within 10
; ticks of getting up
; Hit_liedown (5110): player changes to get-up state (5120) when ready
; Hit_getup (5120): player's defence is restored to normal at time = 0
; Hitfall_recover (5200): player's defence is restored at time = 0
; Hitfall_airrecover (5210): player's defence is restored at time = 0
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0
[State 0, 1]
type = ChangeAnim
trigger1 = (Anim != 0 && Anim != 5 && Anim != 5500 && Anim != 5505)
trigger2 = (Anim = 5 || anim = 5505) && AnimTime = 0
value = 0+var(11)
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
trigger2 = Time = 4
x = 0
[State 0, 4] ;Are you dead?
type = ChangeState
trigger1 = !alive
value = 5050
ctrl = 0
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type = C
physics = C
anim = 10+var(11)
[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75
[State 10, 2] ;Stop moving if low velocity
type = VelSet
trigger1 = abs(vel x) < Const(movement.crouch.friction.threshold)
x = 0
[State 10, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type = C
physics = C
anim = 11+var(11)
sprpriority = 0
[State 0, 1]
type = ChangeAnim
trigger1 = (Anim != 11 && Anim != 6 && Anim != 2011 && Anim != 5506)
trigger2 = (Anim = 6 || anim = 5506) && AnimTime = 0
value = 11+var(11)
[State 0, ChangeAnim]
type = ChangeAnim
Triggerall = var(15) = 0
triggerall = var(16) = 0
triggerall = var(17) = 0
triggerall = var(13) = 0
triggerall = var(4) = 0
triggerall = var(3) = 0
triggerall = (var(2) = 1)
trigger1 = anim = 6
value = 5506
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
[State 11, 2] ;Stop moving if low velocity
type = VelSet
trigger1 = abs(vel x) < Const(movement.crouch.friction.threshold)
x = 0
;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type = S
physics = S
anim = 12+var(11)
[State 0, PosSet]
type = PosSet
trigger1 = 1
y = 0
[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Walk
[Statedef 20]
type = S
physics = S
sprpriority = 0
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = const(velocity.walk.fwd.x)
[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = (Anim != 20 && Anim != 5 && Anim != 5520 && Anim != 5505)
trigger2 = (Anim = 5 || anim = 5505) && AnimTime = 0
value = 20+var(11)
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = (Anim != 21 && Anim != 5 && Anim != 5521 && Anim != 5505)
trigger2 = (Anim = 5 || anim = 5505) && AnimTime = 0
value = 21+var(11)
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type = S
physics = S
anim = 40+var(11)
ctrl = 0
sprpriority = 1
facep2 = 1
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; AirJump Start
[Statedef 45]
type = A
physics = N
ctrl = 0
velset = 0,0
[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44
[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41
[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = const(velocity.airjump.y)
[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type = A
physics = A
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
Triggerall = var(15) = 0
triggerall = var(16) = 0
triggerall = var(17) = 0
triggerall = var(13) = 0
triggerall = var(3) = 0
triggerall = var(2) = 0
triggerall = var(4) = 0
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State 50, 2]
type = ChangeAnim
Triggerall = var(15) = 0
triggerall = var(16) = 0
triggerall = var(17) = 0
triggerall = var(13) = 0
triggerall = var(4) = 0
triggerall = var(3) = 0
triggerall = var(2) = 1
trigger1 = Time = 0
value = ifelse((vel x)=0, 5541, ifelse((vel x)>0, 5542, 5543))
[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
persistent = 0
value = 44+var(11)
;---------------------------------------------------------------------------
; Jump Down (empty state for compatibility)
[Statedef 51]
type = A
physics = A
[State 51, 1]
type = Null
trigger1 = 1
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type = S
physics = S
ctrl = 0
anim = 47+var(11)
[State 0, Land]
type = Explod
trigger1 = time = 0
anim = 7014
ID = 7014
pos = -1,1
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .4,.4
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = VelSet
trigger1 = abs(vel x) < Const(movement.stand.friction.threshold)
x = 0
[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===============================================================================
; Correr Adelante:
;-------------------------------------------------------------------------------
[Statedef 60]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 60
sprpriority = 2
[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 2
value = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = anim+(var(11))
[State 0, ChangeAnim]
type = ChangeAnim
Triggerall = prevstateno = 50||prevstateno = 80
trigger1 = time = 0
value = 110+(var(11))
[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 7015
ID = 1051
pos = 0,9
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .3,1
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 1
[State 0, VelSet]
type = VelSet
Triggerall = prevstateno = 50||prevstateno = 80
trigger1 = time = 2
x = 6
y = -2
[State 0, VelSet]
type = VelSet
Triggerall = prevstateno != 50 && prevstateno != 80
trigger1 = time = 2
x = 5
y = -4
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
statetype = A
movetype = I
physics = A
[State 200, End]
type = ChangeState
triggerall = prevstateno = 50||prevstateno = 80
trigger1 = time = 15
value = 50
ctrl = 1
[State 200, End]
type = ChangeState
triggerall = time > 2
trigger1 = pos y >= -1
value = 52
ctrl = 1
;===============================================================================
; Correr Atras:
;-------------------------------------------------------------------------------
[Statedef 70]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 70
sprpriority = 2
[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 2
value = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = anim+(var(11))
[State 0, ChangeAnim]
type = ChangeAnim
Triggerall = prevstateno = 50||prevstateno = 80
trigger1 = time = 0
value = 115+(var(11))
[State 0, Explod]
type = Explod
trigger1 = time = 2
anim = 7015
ID = 1051
pos = 0,9
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
scale = .3,1
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 1
[State 0, VelSet]
type = VelSet
Triggerall = prevstateno = 50||prevstateno = 80
trigger1 = time = 2
x = -6
y = -2
[State 0, VelSet]
type = VelSet
Triggerall = prevstateno != 50 && prevstateno != 80 && prevstateno != 230
trigger1 = time = 2
x = -5
y = -4
[State 0, VelSet]
type = VelSet
Triggerall = prevstateno = 230
trigger1 = time = 2
x = -2
y = -8
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
statetype = A
movetype = I
physics = A
[State 200, End]
type = ChangeState
triggerall = prevstateno = 50||prevstateno = 80
trigger1 = time = 15
value = 50
ctrl = 1
[State 200, End]
type = ChangeState
triggerall = time > 2
trigger1 = pos y >= -1
value = 52
ctrl = 1
;===============================================================================
; Super Jump:
;-------------------------------------------------------------------------------
[Statedef 80]
type = A
movetype= I
physics = N
juggle = 0
velset = 0,-9
anim = 50+var(11)
sprpriority = 2
ctrl = 0
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7015
ID = 1051
pos = -10,15
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .3,1
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 1
[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7015
ID = 1051
pos = 5,15
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
scale = .3,1
sprpriority = 1
ontop = 0
ownpal = 1
removeongethit = 1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = anim+(var(11))
[State 0, CtrlSet]
type = CtrlSet
trigger1 = time >= 1
value = 1
[State 0, VelSet]
type = VelSet
trigger1 = command = "holdfwd"
x = 4
[State 0, VelSet]
type = VelSet
trigger1 = command = "holdback"
x = -4
[State 0, Veladd]
type = Veladd
trigger1 = time > 10
y = .4
x = 0
[State 200, End]
type = ChangeState
triggerall = time > 0
trigger1 = pos y >= -1
value = 52
;===============================================================================
; Correr Adelante:
;-------------------------------------------------------------------------------
[Statedef 100]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 100
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = anim+(var(11))
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S5,14
volume = 50
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 30
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 2
;-------------------
[State 0, PosAdd]
type = PosAdd
Triggerall = var(3) = 1
trigger1 = time = 12
x = p2bodydist x +35
[State 0, PosAdd]
type = PosAdd
Triggerall = var(3) = 1
triggerall = p2bodydist y < 0
trigger1 = time = 12
y = p2bodydist y +5
[State 0, PosSet]
type = PosSet
Triggerall = var(3) = 1
triggerall = !p2bodydist y < 0
trigger1 = time = 12
y = 0
[State 0, Turn]
type = Turn
Triggerall = var(3) = 1
trigger1 = time = 12
[State 0, ScreenBound]
type = ScreenBound
Triggerall = var(3) = 1
trigger1 = 1
value = 0
;-------------------
[State 0, Sunshin]
type = Explod
trigger1 = time = 2
anim = 101
ID = 101
pos = 5,-28
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
[State 0, Sunshin]
type = Explod
trigger1 = time = 12
anim = 102
ID = 102
pos = 5,-28
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A
movetype = I
physics = A
[State 200, End]
type = ChangeState
trigger1 = ifelse(statetype = A,time = 13,animtime = 0)
value = ifelse(statetype = A,50,0)
ctrl = 1
;===============================================================================
; Correr Atras:
;-------------------------------------------------------------------------------
[Statedef 105]
type = S
movetype= I
physics = S
juggle = 1
velset = 0,0
ctrl = 0
anim = 105
sprpriority = 2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = anim+(var(11))
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S5,14
volume = 50
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -30-ifelse(var(3) = 1,20,0)
[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = -2
[State 0, Sunshin]
type = Explod
trigger1 = time = 2
anim = 101
ID = 101
pos = 5,-28
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
[State 0, Sunshin]
type = Explod
trigger1 = time = 12
anim = 102
ID = 102
pos = 5,-28
postype = p1
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 2
ontop = 1
ownpal = 1
removeongethit = 1
ignorehitpause = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = pos y < 0
statetype = A
movetype = I
physics = A
[State 200, End]
type = ChangeState
trigger1 = ifelse(statetype = A,time = 13,animtime = 0)
value = ifelse(statetype = A,50,0)
ctrl = 1
;---------------------------------------------------------------------------
; GUARD (start)
[Statedef 120]
type = U ;Leave state type unchanged
physics = U ;Leave physics unchanged
[State 120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 120 + (statetype = C) + (statetype = A)*2+var(11)
[State 120, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S
[State 120, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C
[State 120, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A
[State 120, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 120, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
[State 120, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 130 + (statetype = C) + (statetype = A)*2
[State 120, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; Stand guard (guarding)
[Statedef 130]
type = S
physics = S
[State 130, 1]
type = ChangeAnim
trigger1 = Anim != 130+var(11)
value = 130+var(11)
[State 130, Hi to Lo]
type = ChangeState
trigger1 = command = "holddown"
value = 131
[State 130, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; Crouch guard (guarding)
[Statedef 131]
type = C
physics = C
[State 131, 1]
type = ChangeAnim
trigger1 = Anim != 131+var(11)
value = 131+var(11)
[State 131, Lo to Hi]
type = ChangeState
trigger1 = command != "holddown"
value = 130
[State 131, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; Air guard (guarding)
[Statedef 132]
type = A
physics = N
[State 132, 1]
type = ChangeAnim
trigger1 = Anim != 132+var(11)
value = 132+var(11)
[State 132, 2]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)
[State 132, 3]
type = VarSet
trigger1 = 1
sysvar(0) = (pos y >= 0) && (vel y > 0)
[State 132, 4]
type = VelSet
trigger1 = sysvar(0)
y = 0
[State 132, 5]
type = PosSet
trigger1 = sysvar(0)
y = 0
[State 132, 6]
type = ChangeState
trigger1 = sysvar(0)
trigger1 = command = "holdback"
trigger1 = inguarddist
value = 130
[State 132, 7]
type = ChangeState
trigger1 = sysvar(0)
value = 52
[State 132, Stop Guarding]
type = ChangeState
trigger1 = command != "holdback"
trigger2 = !inguarddist
value = 140
;---------------------------------------------------------------------------
; Guard (end)
[Statedef 140]
type = U ;Leave state type unchanged
physics = U ;Leave physics unchanged
ctrl = 1
[State 140, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 140 + (statetype = C) + (statetype = A)*2+var(11)
[State 140, 2]
type = StateTypeSet
trigger1 = Time = 0 && statetype = S
physics = S
[State 140, 3]
type = StateTypeSet
trigger1 = Time = 0 && statetype = C
physics = C
[State 140, 4]
type = StateTypeSet
trigger1 = Time = 0 && statetype = A
physics = A
[State 140, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"
statetype = C
physics = C
[State 140, Lo to Hi]
type = StateTypeSet
trigger1 = statetype = C && command != "holddown"
statetype = S
physics = S
;[State 140, 5] ;Implemented within engine
;type = ChangeState
;trigger1 = AnimTime = 0
;value = (statetype = C)*11 + (statetype = A)*51
;---------------------------------------------------------------------------
; Stand guard hit (shaking)
[Statedef 150]
type = S
movetype= H
physics = N
velset = 0,0
[State 150, 1]
type = ChangeAnim
trigger1 = 1
value = 150+var(11)
[State 150, 2]
type = ChangeState
trigger1 = HitShakeOver
value = 151 + 2*(command = "holddown")
[State 150, Hi to Lo]
type = StateTypeSet
trigger1 = statetype = S && command = "holddown"