[Data]
life = 1500 ;Amount of life to start with
power = 3000 ;Amount of maximum power
attack = 250 ;attack power (more is stronger)
defence = 150 ;defensive power (more is stronger)
fall.defence_up = 40 ;Percentage to increase defense everytime player is knocked down
liedown.time = 60 ;Time which player lies down for, before getting up
airjuggle = 15 ;Number of points for juggling
sparkno = 2 ;Default hit spark number for HitDefs
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0 ;1 to enable echo on KO
volume = 0 ;Volume offset (negative for softer)
IntPersistIndex = 60 ;Variables with this index and above will not have their values
FloatPersistIndex = 40 ;reset to 0 between rounds or matches. There are 60 int variables,
;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
;If omitted, then it defaults to 60 and 40 for integer and float
;variables repectively, meaning that none are persistent, i.e. all
;are reset. If you want your variables to persist between matches,
;you need to override state 5900 from common1.cns.
[Size]
xscale = 1 ;Horizontal scaling factor.
yscale = 1 ;Vertical scaling factor.
ground.back = 15 ;Player width (back, ground)
ground.front = 16 ;Player width (front, ground)
air.back = 12 ;Player width (back, air)
air.front = 12 ;Player width (front, air)
height = 15 ;Height of player (for opponent to jump over)
attack.dist = 160 ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0 ;Set to 1 to scale projectiles too
head.pos = -0, -14 ;Approximate position of head
mid.pos = -0, -7 ;Approximate position of midsection
shadowoffset = 0 ;Number of pixels to vertically offset the shadow
draw.offset = 0,0 ;Player drawing offset in pixels (x, y)
[Velocity]
walk.fwd = 2.0 ;Walk forward
walk.back = -1.8 ;Walk backward
run.fwd = 4.0, 0 ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y)
jump.back = -2.50 ;Jump back Speed (x, y)
jump.fwd = 3.0 ;Jump forward Speed (x, y)
runjump.back = -3.5,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1 ;.
airjump.neu = 0,-8.1 ;.
airjump.back = -2.55 ;Air jump speeds (opt)
airjump.fwd = 2.5 ;.
[Movement]
airjump.num = 0 ;Number of air jumps allowed (opt)
airjump.height = 35 ;Minimum distance from ground before you can air jump (opt)
yaccel = .50 ;Vertical acceleration
stand.friction = .85 ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ? S/C/A/L stand/crouch/air/liedown
; movetype = ? I/A/H idle/attack/gethit
; physics = ? S/C/A/N stand/crouch/air/none
; juggle = ? air juggle points move requires
;
; [State STATENO, ?] ? - any number you choose
; type = ?
; ...
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S
[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181
;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0
[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type = S ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A ;Move-type: A-attack, I-idle, H-gethit
physics = S ;Physics: S-stand, C-crouch, A-air
juggle = 1 ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0 ;Set velocity (x,y) (Def: no change)
ctrl = 0 ;Set ctrl (Def: no change)
anim = 200 ;Change animation (Def: no change)
poweradd = 20 ;Power to add (Def: 0)
sprpriority = 2 ;Set layering priority to 2 (in front)
[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 20, 2 ;Damage that move inflicts, guard damage
animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 2, 1 ;Sound to play on hit
guardsound = 2, 2 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5 ;Time that the opponent slides back
ground.hittime = 12 ;Time opponent is in hit state
ground.velocity = -4 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 12 ;Time before opponent regains control in air
[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
[State 220, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 35, 5 ;Damage that move inflicts, guard damage
animtype = Heavy ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 15 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 2, 3 ;Sound to play on hit
guardsound = 2, 2 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 15 ;Time that the opponent slides back
ground.hittime = 15 ;Time opponent is in hit state
ground.velocity = -6 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 15 ;Time before opponent regains control in air
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220
[State 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 25, 3 ;Damage that move inflicts, guard damage
animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 2, 1 ;Sound to play on hit
guardsound = 2, 2 ;Sound to play on guard
ground.type = Low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7 ;Time that the opponent slides back
ground.hittime = 12 ;Time opponent is in hit state
ground.velocity = -5 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 10
[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230
[State 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 25, 3 ;Damage that move inflicts, guard damage
animtype = Medium ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA ;Flags on how move is to be guarded against
hitflag = MAF ;Flags of conditions that move can hit
priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8 ;Time attacker pauses, time opponent shakes
sparkno = 0 ;Spark anim no (Def: set above)
sparkxy = -10, -76 ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = 2, 1 ;Sound to play on hit
guardsound = 2, 2 ;Sound to play on guard
ground.type = Low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7 ;Time that the opponent slides back
ground.hittime = 12 ;Time opponent is in hit state
ground.velocity = -5 ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 10
[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type = S
movetype= A
physics = S
juggle = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type = S
movetype= A
physics = S
juggle = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 250
[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type = A
movetype= A
physics = A
juggle = 2
poweradd= 11
ctrl = 0
anim = 600
[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type = A
movetype= A
physics = A
juggle = 4
poweradd= 65
ctrl = 0
anim = 610
[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type = A
movetype= A
physics = A
juggle = 4
poweradd= 70
ctrl = 0
anim = 620
[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type = A
movetype= A
physics = A
juggle = 3
poweradd= 20
ctrl = 0
anim = 630
[State 630, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 640]
type = A
movetype= A
physics = A
juggle = 4
poweradd= 65
ctrl = 0
anim = 640
[State 640, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[Statedef 650]
type = A
movetype= A
physics = A
juggle = 4
poweradd= 70
ctrl = 0
anim = 650
[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
[Statedef -3]
;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
Posted: April 21, 2013, 11:17:29 pm Almost forgot! Here's the .def file!