- to apply to this update by using the latest "add004pie.exe"
Restore all your chars before Change(repatch) them again.
* please do NOT use patched-one as a base for editing,
all changes will be lost when Restore.
- "add004pie.exe"‚ðŽg‚Á‚Ä¡‰ñ‚ÌXV‚ð“K‰ž‚³‚¹‚é‚É‚ÍA
‘SƒLƒƒƒ‰‚𕜌³‚³‚¹‚Ä‚©‚çA‚à‚¤ˆê“x•ÏX‚µ‚Ä‚‚¾‚³‚¢B
– •ÏXÏ‚Ý‚Ì‚à‚Ì‚ðŠî‚Æ‚µ‚Ä•ÒW‚ðs‚í‚È‚¢‚Å‚‚¾‚³‚¢A
•œŒ³Žž‚·‚ׂÄÁ‚¦‚Ü‚·‚©‚çB
------
add004 basic bugfix 20190102
- bugfix:
-
------
add004 basic update 20170725
- bugfix:
- [statedef 180000] > "sys::parent_timer-reset_round_start" > added
- [statedef 180010] > updated
- [statedef 180020] > added new state
- [statedef 90909] > "@Config.PowerBar" var(46):=## > changed
- [statedef 90900] > "sys::helper::down" > added
- [statedef 90900] > "sys::flag_player_alive" > updated
- [statedef 90900] > "@Config.Counter_Hit" > updated
- [statedef 90900] > "sys::screen_edge_dark_counter_hit" > added
- [statedef 190195] > "sys::partner_anim_change5" > added
- [statedef 190195] > "sys::partner_ex-change_safety" > updated
- [statedef 91000] > updated
- [statedef 88883] > updated
- [statedef 88870] > updated
- [statedef 88872] > updated
- [statedef 88892] > updated
- [statedef 152100] > updated
- add004/res
- add004_bs0/res
- add004_svc/res
- fightfx.sff / fightfx_bs.sff / fightfx_svc.sff
> updated
- fight_air.txt / fight_air_bs0.txt / fight_air_svc.txt
> updated
- commond.snd / commond_bs0.snd / commond_svc.snd
> updated
- fight_##p.def
- [round] > "start.waittime=5" > changed
- sample update:
- WinMUGEN ver > updated
- Ikemen ver > 201705 (customized)
------
add004 basic update 20170225
- compatibility-updates
- 1.1, 1.0, Win, Ikemen now using same system:
- projctile-helper [91000]
- blocking / just-defended system [195500]
- update blocking / just-defenced system:
- [statedef 195500] > updated
- [statedef 195505] > added new state
- update projctile-helper
- [statedef 91000] > updated
- sample update:
- all chars updated
- WinMUGEN ver > updated
- Ikemen ver > 20170221 (customized)
------
add004 basic update 20170215
- update
- [statedef 9005] > [statedef 159005]
- [statedef 159990] > added new state
- [statedef 90909] > "sys::stage_type_set"
- data/mm2/menu.fnt > fixed
- system.def > updated
- bugfix: tag-system
- [statedef 190190-190196] > updated
- update: add004pie
- add004pie.exe > update
- add004pie.ini > update
- add004pie-list1.ini > added
- sample chars update
- WinMUGEN ver update
------
add004 basic update 20170122
- update
- add004_common1.cns
- add004_bs0/common1.cns
- add004_svc/common1.cns
- add004_svc/res/timer.fnt
- add004_svc/res/fight_240p.def
- add004_svc/res/fight_480p.def
- add004_svc/res/fight_720p.def
- add004_svc/res/fight_1080p.def
- add004_svc/res/fight_2160p.def
- add004_svc/res/fight_air_svc.txt
- add004pie.ini
------
add004 basic update 20161226
(from 20161116)
- bugfix: get_hit states
- [statedef 5000]
- [statedef 5010]
- [statedef 5020]
- [statedef 5101]
------
add004 basic update 20161206
(from 20161116)
- bugfix: partner_pos
- [statedef 190190] > ;sys::player_pos_y_outscreen1
- [statedef 190191] > ;sys::partner-standby-set3
- [statedef 190192] > ;sys::partner-standby-set5
- update: init_state
- [statedef 190190] > "sys::starter" > changed type
- [statedef 90909] > updated
------
add004 basic update 20161116
-bugfix: 2500-loops-stop-error
-[statedef 120-155] > updated
- update: super-pause-eff
- [statedef 88880-8883] > updated
- [statedef 88870-8872] > updated
- [statedef 90900] > "sys::ko_no-bg ;; during hyper" > removed
- bugfix: stun-system
- [statedef 195050] > update
- SF3 3rd based stun system.
- [statedef 190140] > updated
- [statedef 195201] > added new state
- "add004pie.ini" > updated
- [statedef 5001] > [.06d] > changed value
- [statedef 5011] > [.06d] > changed value
- [statedef -2] > [.03-2d1] > changed value
- "add004pie.ini" > updated
- [statedef -2] > [.03-2d2] > removed
- "add004pie.ini" > updated
- bugfix: partner-stand-by-ko
- [statedef 190190] > "sys::partner_life-recover1" > added new sctrl
- update main helper 90900
- [statedef 90909] > "sys::lifebar_face_partner_info" > changed trigger
- [statedef 90909] > added new state
- moved sctrls from statedef 90900 to 90909
- sys::init::system_switch_plus
- sys::init::localcoord
- sys::bonus_stages_flag
- sys::stage_type_set
- @Config.Power_Mode>>
- sys::init_mode_turns
- sys::init_lifebar
- sys::init_powerbar
- sys::tag_assist_stno-1-4
- sys::addon_version_check
- [statedef 90909] > "sys::helper::ko" > added new sctrl
- [statedef 180010] > added new state
- moved sctrls from statedef 90900 to 180010
- sys::hyper-finish
- sys::special-finish
- sys::ko_pause
- sys::ko_disable_bgm
- sys::ko_disable_shake
- sys::sound_announcer_ko
- sys::sound_ko_hyper-eff
- sys::ko_d_hyper-finifsh_mask
- sys::ko_d_hyper-finifsh_color ;;/ dor
- sys::ko_d_hyper-finifsh_color-swap
- sys::ko_d_hyper-finifsh_wave
- sys::ko_d_img1
- sys::ko_d_img2
- update common proj helper 91000
- [statedef 91000] > updated
------
add004 basic update 20160905
- bugfix: jump-command
- [statedef 40] > ;[.06]
- [statedef 40] > ;[.06b]
- [statedef 40] > ;[.06c]
- bugfix: camera-work
- [statedef 90900] > "sys::camera::set" > updated
- bugfix: blocking / just-defended
- [statedef 195500] > ;[.03a1] > fixed
- [statedef 195500] > ;[.03a2] > added new sctrl
- bugfix: dizzy-system
- [statedef 5001] > ;[.04] > changed trigger
- [statedef 5001] > ;[.05] > changed trigger
- [statedef 5011] > ;[.04] > changed trigger
- [statedef 5011] > ;[.05] > changed trigger
- [statedef 5111] > updated
- [statedef 195110] > ;[.21] > added new sctrl
- [statedef -2] > "sys::-2::goto-dizzy_s/c" > value fixed
- "add004pie.ini" > updated
- new: tag-system
- [statedef 90900] > "sys::tag_mode_cmd_change" > updated
- [statedef 90900] > "sys::tag_mode_cmd_change_interrupted" > added new sctrl
- [statedef 190190-190199] > changed
- [statedef -2] > "sys::-2::partners_standby" > updated
- "add004pie.ini" > updated
- [statedef -2] > "sys::-2::partners_change_interrupted" > added new sctrl
- "add004pie.ini" > updated
------
add004 basic update 20160722
- (1/3) dizzy/stun system
- [statedef 5900] > [.02p4] > changed trigger
- [statedef 5900] > [.02p5] > added new sctrl
- [.02p3],[.02p4],[.02p5] > copied to [-2]
- "add004pie.ini" > updated
- [statedef 90900] > "sys::lifebar_d_bar_stun_alert" > fixed
- [statedef 90900] > "sys::dizzy_recover" > changed trigger
- [statedef 90900] > "sys::dizzy_reset" > changed trigger
- [statedef 5001] > ;[.06d] > added new sctrl (dizzy/stun system)
- [statedef 5011] > ;[.06d] > added new sctrl
- [statedef 5030] > ;[.06d] > added new sctrl
- [statedef 5071] > ;[.06d] > added new sctrl
- copied to [-2]
- "add004pie.ini" > updated
- [statedef 5030] > ;[.07] > changed trigger
- [statedef 5030] > ;[.08] > changed trigger
- [statedef 5030] > ;[.09] > changed trigger
- [statedef 5035] > ;[.02] > changed trigger
- [statedef 5035] > ;[.03] > changed trigger
- [statedef 5071] > ;[.06] > changed trigger
- [statedef 5111] > ;[.12] > changed trigger
- [statedef 5111] > ;[.13] > changed trigger
- [statedef 5120] > ;[.05] > removed
- [statedef 190140] > updated
- [statedef 195050] > added new state
- [statedef 195110] > added new state
- [statedef -2] > ;[.03-2d3] > added "sys::-2::goto-dizzy_fd"
- (2/3) recover system
- [statedef 5050] > ;[.04] > updated
- [statedef 5050] > ;[.04a] > added new sctrl
- [statedef 5050] > ;[.05] > updated trigger
- [statedef 5210] > fixed
- (3/3) guard point system
- [statedef 90900] > "sys::guard_b_cost" > weakened var(36)
------
add004 basic update 20160622
- all "common1.cns"
- [statedef 0] > [.01] > removed
- [statedef 0] > [.01b] > added partner_standby
- [statedef 0] > [.05a2] > changed trigger
- [statedef 0] > [.05a3] > changed trigger
- [statedef 11] > [.01] > removed
- [statedef 11] > [.01b] > added partner_standby
- [statedef 11] > [.05a2] > changed trigger
- [statedef 20] > [.01b] > added partner_standby
- [statedef 21] > updated all
- [statedef 100] > [.01b] > added partner_standby
- [statedef 5111] > [.12] > changed trigger
- [statedef 5111] > [.13] > changed trigger
- [statedef 5112] > updated all
- [statedef 90900] > "sys::init::system_switch_plus" > added switch 18th
- [statedef 90900] > "sys::camera::set" > updated
- [statedef 90900] > "sys::msg_technical" > changed trigger3
- [statedef 90900] > "sys::lifebar_face_partner_info" > fixed
- [statedef 190190] > (type=screenbound) > changed trigger
- [statedef 190190] > "sys::partner_goto-standby1" > added triggerall
- [statedef 190193] > "sys::partner-landing-pos2" > added new sctrl
- [statedef 190202] > added new state
- [statedef 190193] > "sys::partner-out-vel2" > changed vel
- [statedef 190195] > (type=screenbound) > removed
- [statedef 190195] > (type=playerpush) > removed
- [statedef -2] > "sys::-2::partners_standby" > changed trigger
- "add004pie.ini" > updated
- [statedef -2] > "sys::-2::tag3intro-1" > removed
- [statedef -2] > "sys::-2::tag3intro-2" > removed
- [statedef 5900] > updated all
- "data/add004_svc/common1.cns"
- [statedef 99980] > "sys::lifebar_partner_life_changed" > fixed
- "add004pie.exe" > update
------
add004 basic update 20160321
- added debug_numbers in common1.cns to show the details
- bugfix:
-[statedef 0] > [.01] > added assist-over_flag
-[statedef 11] > [.01] > added assist-over_flag
-[statedef -2] > "sys::-2::partners_standby" > fixed
-"add004pie.ini" > update
-[statedef 90900] > "sys::lifebar_partner_life_changed" > fixed
-[statedef 195500] > updated all
-[statedef 152100] > updated all
------
add004 basic update 20160215
- bugfix: wrong player id
- common1.cns: core_tag_mode
(nothing but tag_mode common1.cns in data folder,
display normal lifebar instead of add004s.
this is no longer add004 :/ )
- work files added
- ƒoƒbƒNC³: •s³ŠmƒLƒƒƒ‰ID
- common1.cns: ƒRƒAEƒ^ƒOEƒ‚[ƒh
(ƒ^ƒOƒ‚[ƒh‚Ì‚Ýcommon1.cnsAdataƒtƒHƒ‹ƒ_[‚ɒljÁ
add004ƒ‰ƒCƒtƒo[‚Ì‘ã‚í‚è‚ÉA’Ê탉ƒCƒtƒo[‚ð•\Ž¦B
‚±‚ê‚Í‚à‚Í‚âadd004‚¶‚á‚È‚¢ -.,- )
- ‘fÞ“¯«
------
add004 basic update 20160131
- bugfix: character-change pos reset
- 3vs3, 4vs4 tag-mode supported for ikemen
(these tag-modes are enable in ikemen by default)
- ƒoƒbƒNC³: ƒLƒƒƒ‰Œð‘ÖŽžÀ•WC³
- ikemen”Å 3‘Î3,4‘Î4ƒ^ƒbƒOƒ‚[ƒh‘Ήž
(‚±‚ê‚ç‚̃^ƒbƒOƒ‚[ƒh‚Íikemen‚ł͉Šú‚ÅŽg—p‰Â”\)
------
add004 basic update 20160101
- bugfix: bars set with multiple chars localcoord
(427x240, 640x480, 1280x720...)
when you only changed the localcoord parameter in the character def file,
sometimes you have to revise 9000.0 too. (see kfm720)
you can also use xscale and yscale parameters in chars,
or zoom parameters in stages to change your game screen size.
- ƒoƒbƒNC³: ƒo[‚Í‘½Ží‚ȃLƒƒƒ‰‹KŠi‚ɑΉž
(427x240, 640x480, 1280x720...)
ƒ[ƒJƒ‹ƒR[ƒh’l‚¾‚¯‚ð•ÏX‚µ‚½ê‡‚ÍAŽž‚É9000.0‚ð‚àC³‚µ‚È‚¢‚Æ(KFM720‚ð‚²ŽQÆ)
ƒLƒƒƒ‰‚Ì xscale ‚Æ yscale’lAˆ½‚¢‚ÍAƒXƒe[ƒW‚̃Y[ƒ€’l‚ðŽg‚¤‚±‚Æ‚Å
ƒQ[ƒ€‰æ–ʃTƒCƒY‚à•Ï‚¦‚ç‚ê‚Ü‚·B
;#20151022
; Settings file, do NOT delete.
; 設定ファイルです、削除しないでください。
; The addtinoal CNS,ANIM,CMD are in each section from [start] to [end].
; 追加のコード、アニメ、コマンド、は各 "[start]" から"[end]" の区間にあります。
;-------------------------------
;(1/2) Additions
;-------------------------------
; below SCtrls will be written in [statedef -2]
; 以下は[def -2]に追加されます
; * if character has a [StateDef -2], Sctrl will be added to there.
; * To add other StateDef in other sections, please edit "Common1.cns" directly.
; * キャラクターに [StateDef -2]があった場合に、 そこに、Sctrlは追加されます。
; * 別の StateDef をほか場所に追加したい場合は、直接 "Common1.cns" を編集してください。
; * ensure that this part is same as common1.cns.
; * common1.cns と一致することを確かめてください。
Add.Basic[Start]
;//==========================
;// add004 supplementary sctrls v1.103
;//==========================
;// partner jump-out ; パートナー退場
[state 0]
type=selfstate
triggerall=!ishelper && numpartner && roundstate=2
triggerall=(stateno!=[190190,190199]) && (alive) && (sysfvar(0)>0) && playeridexist(floor(sysfvar(0)))
triggerall=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(22)=4)
;;---// change ;(交替)
trigger1=(sysfvar(4)<1) && (movetype!=h) && (gethitvar(isbound)=0) && (pos y>=0) && (ctrl||(stateno<600&&time<2)) && (partner,stateno=[190191,190192]) && (playerid(floor(sysfvar(0))),var(48)=11)
;;---// as partner-asist ;(協力)
trigger2=(sysfvar(4)>0) && (movetype!=h||(stateno=[120,149])) && (ctrl||(stateno<600&&stateno!=playerid(floor(sysfvar(0))),var(56-numhelper(90900))))
;;---// player priority ;(順位)
trigger3=(sysfvar(4)<1) && (partner,sysfvar(4)<1) && (partner,alive) && (playerid(floor(sysfvar(0))),var(15)!=id)
value=190190
ctrl=0
ignorehitpause=1
;// edited life & power bar ; ライフバー
[state 0]
type=helper
triggerall=!ishelper && !numhelper(90900)
trigger1=numpartner
trigger1=id<(partner,id)
trigger2=!numpartner
id=90900
stateno=90900
helpertype=normal
ownpal=1
size.height=0
ignorehitpause=1
supermovetime=88888
pausemovetime=88888
;---
pos=0,88888
;// input players id ; ID取得
[state 0]
type=varset
trigger1=!ishelper && numhelper(90900)
trigger1=(helper(90900),var(0)=90900) && (sysfvar(0)!=helper(90900),id)
sysfvar(0)=helper(90900),id
[state 0]
type=varset
trigger1=!ishelper && numpartner
trigger1=!numhelper(90900) && (partner,numhelper(90900)) && (sysfvar(0)!=partner,sysfvar(0))
sysfvar(0)=partner,sysfvar(0)
;// bk/jd system ; ブロキング/ジャストD
[state 0]
type=hitoverride
triggerall=!ishelper && roundstate=2 && alive && ctrl && numhelper(90900)
triggerall=stateno!=195500 && helper(90900),var(0)=90900 && (helper(90900),var(22)=[2,3])
trigger1=(command="holdfwd" &&!(helper(90900),var(8)&16384)&&helper(90900),var(22)=2) || (command="holdback" &&!(helper(90900),var(8)&32768)&&helper(90900),var(22)=3)
attr=sca,na,sa,ha,np,sp,hp
stateno=195500
time=6 ;;<- length
ignorehitpause=1
;//==========================
;; face / portrait (顔)
[state 0]
type=explod
trigger1=(!ishelper) && (roundstate=2) && (numpartner) && (!numhelper(90900)) && (alive)
trigger1=!numexplod(490600) && selfanimexist(909002) && (sysfvar(0)>id) && playeridexist(floor(sysfvar(0)))
trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),numexplod(490600))
id=490600
anim=909002
space=screen
postype=left
facing=ifelse(teamside=1,1,-1)
ownpal=1
bindtime=-1
removetime=-1
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0] ;; player is NOT in a custom state (*1
type=modifyexplod
trigger1=numexplod(490600) && (sysfvar(0)>id) && playeridexist(floor(sysfvar(0)))
trigger1=(playerid(floor(sysfvar(0))),var(0)=90900)
trigger1=(movetype!=h) || (stateno=[120,159]) || (stateno=[5000,5199]) || (stateno=[190190,190196])
id=490600
scale=(playerid(floor(sysfvar(0))),fvar(32)), (playerid(floor(sysfvar(0))),fvar(33))
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
[state 0]
type=modifyexplod
trigger1=numexplod(490600) && (sysfvar(0)>id) && playeridexist(floor(sysfvar(0)))
trigger1=(playerid(floor(sysfvar(0))),var(0)=90900)
id=490600
space=screen
postype=left
pos=floor(const240p(playerid(floor(sysfvar(0))),fvar(30))), floor(const240p(playerid(floor(sysfvar(0))),fvar(31) -(roundstate!=2)*88888))
;;(*1 scale=(playerid(floor(sysfvar(0))),fvar(32)), (playerid(floor(sysfvar(0))),fvar(33))
;;(*1 if the player has been placed in a custom state, the result of "scale" is affected" by the different player's local coordinate space.
sprpriority=floor(playerid(floor(sysfvar(0))),fvar(36))
trans=addalpha
alpha=floor(playerid(floor(sysfvar(0))),fvar(34)), floor(playerid(floor(sysfvar(0))),fvar(35))
ignorehitpause=1
supermovetime=-1
pausemovetime=-1
;//==========================
;;>>@Config.Camera>>
;; change camera / 焦点変更
[state 0]
type=screenbound
trigger1=(!ishelper) && (sysfvar(0)>id) && playeridexist(floor(sysfvar(0)))
trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(7)&65536) ;; system_switch
value= ((numpartner && sysfvar(4)<1) || !numpartner) ;; [def=0]
movecamera=0,0 ;; [x,y]
ignorehitpause=1
;//==========================
;;--- optional settings
;;--- guard crush ; ガードクラッシュ
[state 0]
type=palfx
trigger1=(stateno=150 || stateno=152) && alive && !ishelper && (gametime%5=0) && sysfvar(0)>id && playeridexist(floor(sysfvar(0)))
trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(36)>=40)
time=2
add=200,0,0
[state 0]
type=changestate
trigger1=(stateno=150 || stateno=152) && alive && !ishelper && sysfvar(0)>id && playeridexist(floor(sysfvar(0)))
trigger1=(playerid(floor(sysfvar(0))),var(0)=90900) && (playerid(floor(sysfvar(0))),var(36)>=50)
value=190010
ignorehitpause=1
;;--- dizzy ; 眩暈
[state 0]
type=changestate
trigger1=(stateno=5120) && (animtime=0) && !ishelper && numhelper(403000) ;;<-dizzy_birds
value=190116 ;;<- goto dizzy/stun state
;;--- fadeout when KOed ; KO後消える
[state 0]
type=assertspecial
trigger1=stateno=5150 && alive=0 && !ishelper && numpartner && (((time=[80,150]) && time%10<5) || time>150)
trigger1=partner,stateno!=stateno || (partner,stateno=stateno && partner,time<time)
flag=invisible
flag2=noshadow
[state 0]
type=posset
trigger1=stateno=5150 && alive=0 && !ishelper && numpartner
trigger1=partner,stateno!=stateno || (partner,stateno=stateno && partner,time<time)
y=(800-partner,pos y) *(((time=[80,150]) && time%10<5) || time>150)
;//==========================
;//==========================
Add.Basic[End]
; above SCtrls will be written in [statedef -2]
; 以上は[def -2]に追加されます
;--------------------------------------------------------------
;--------------------------------------------------------------
;; below Anims will be written in air file
;; 以下はAIRファイルに追加されます
Add.Air.Basic[Start]
;---------
; as characters face / portrait
; キャラの顔として登録
[begin action 909002]
9000,0,0,0,-1
;---------
Add.Air.Basic[End]
;; above Anims will be written in air file
;; 以上はAIRファイルに追加されます
;--------------------------------------------------------------
;--------------------------------------------------------------
;; below Commands will be written in cmd file
;; 以下はCMDファイルに追加されます
;; * Only 128 unique commands labels allowed in a "*.cmd".
;; * 一つの "*.cmd" では、コマンド数の上限は、個別の128個までです。
;Add.Cmd.Basic[Start]
;[command]
; name="addoo4_cmd_sample" ;; <- name what you need
; command=~D,F,D,B,x
; time=32
;Add.Cmd.Basic[End]
;; above Commands will be written in cmd file
;; 以上はCMDファイルに追加されます
;-------------------------------
; (2/2) LanguagePack/言語パック/语言包
;-------------------------------
; default Language (of 3)
; 0: Japanese
; 1: English
; 2: Chinese
Def[0]=1 ;English
; L_1
; L_2
; L_3
;-------------------
; Font Name 書体
L_1[0]=meiryo ;; MS Pゴシック ;メイリオ; Japanese(日本語) Charset=128
L_2[0]=Arial ;Meiryo UI ; (English)
L_3[0]=NSimSun ; Chinese Font(中文) :Win2000/xp/vista / MSHei :win95/98/me
; CharSet 文字セット
L_1[9]=128 ; 日本語版Windows専用の2バイト文字セット(DBCS)
L_2[9]=0 ; Windows標準文字セット(English)
L_3[9]=134 ; 中国語 (Chinese)
; Font Size 文字サイズ
L_1[8]=9
L_2[8]=9
L_3[8]=9
;-------------------
L_1[1]=ADD004 BASIC パイ
L_2[1]=ADD004 BASIC PIE
L_3[1]=ADD004 BASIC 饼
L_1[2]=バージョン 1.01c3(20120505) ini.20151022
L_2[2]= Version 1.01c3(20120505) ini.20151022
L_3[2]= 版本 1.01c3(20120505) ini.20151022
L_1[3]=ADDON004 BASIC 環境に自動変更します
L_2[3]=AutoChange your chars to ADD004 BASIC addon
L_3[3]=ADDON004 BASIC 环境人物自动变更
;-------------------
L_1[4]=はい
L_1[5]=キャンセル
L_2[4]=OK
L_2[5]=Cancel
L_3[4]=可
L_3[5]=中止
;-------------------
L_1[10]=ヒント
L_1[11]=*ムゲンと同じフォルダーに置いて実行させてください
L_1[12]=*最初に「全部復元」を実行してください
L_1[13]=*編集と追加の詳細は「add004pie.ini」ファイルを開いてください
L_2[10]=HINTS
L_2[11]=*Ensure this tool is in the same folder as MUGEN.exe.
L_2[12]=*Run "Restore All" at first.
L_2[13]=*Edit or Add the details, open "add004pie.ini" file.
L_3[10]=提示
L_3[11]=*投入和MUGEN同文件夹中使用
L_3[12]=*首先执行"恢复全部"
L_3[13]=*"编辑"与"追加"的详细在"add004pie.ini"文件中
;-------------------
L_1[20]=メニュー
L_1[21]=全部変更
L_1[22]=変更
L_1[23]=全部復元
L_1[24]=復元
L_1[25]=中断
L_1[26]=変換
L_1[27]=簡易分析
L_1[28]=オプション
L_1[29]=日本語 (Japanese)
L_1[30]=全部診断
L_1[35]=診断
L_1[36]=診断中止
L_1[37]=上書き保存
L_1[38]=修正不要 / 次へ
L_1[39]=ファイルをバックアップします
L_2[20]=MENU
L_2[21]=ChangeAll
L_2[22]=Change
L_2[23]=RestoreAll
L_2[24]=Restore
L_2[25]=Break
L_2[26]=Convert
L_2[27]=Analyzer
L_2[28]=Options
L_2[29]=English
L_2[30]=Analyze All
L_2[35]=Analyze
L_2[36]=Stop
L_2[37]=Save
L_2[38]=No Need Fix / Skip
L_2[39]=BackUp file
L_3[20]=选项
L_3[21]=全部变更
L_3[22]=变更
L_3[23]=全部复原
L_3[24]=复原
L_3[25]=中断
L_3[26]=变更
L_3[27]=简易分析
L_3[28]=設定
L_3[29]=中文 (Chinese)
L_3[30]=诊断全部
L_3[35]=分析
L_3[36]=分析停止
L_3[37]=保存
L_3[38]=不必要修改 / 跳越
L_3[39]=文件备份
;-------------------
L_1[31]=<<MUGENパスを指定してください
L_1[32]=<<DEFファイルを指定してください
L_1[33]=<<ムゲンパスを指定してください
L_1[34]=<<DEFファイルを指定してください
L_2[31]=<<please select MUGEN.exe path.
L_2[32]=<<please select a def file of chars.
L_2[33]=<<please select MUGEN.exe path.
L_2[34]=<<please select a def file of chars.
L_3[31]=<<请选择 MUGEN.exe 路径
L_3[32]=<<请选择一人物的的def.
L_3[33]=<<请选择 MUGEN.exe 路径
L_3[34]=<<请选择一人物的的def.
;-------------------
L_1[40]=MUGENパスを選択して、全て変更します
L_1[41]=ファイルを選択、個別に変更します
L_1[42]=処理が完了しました
L_1[43]=完了しました
L_2[40]=select MUGEN path to Change All
L_2[41]=select single def file to Change separately
L_2[42]=End Processing
L_2[43]=completed
L_3[40]=选择 MUGEN 路径,变换所有人物
L_3[41]=直接选择 Def 文件,变换个别人物
L_3[42]=处理完毕
L_3[43]=完成
;-------------------
L_1[50]=...DEFファイルをバックアップ
L_1[51]=...ファイルをバックアップ
L_1[52]=...保存
L_2[50]=...BackUp DEF file
L_2[51]=...BackUp Files
L_2[52]=...Save
L_3[50]=...DEF文件备分
L_3[51]=...文件备分
L_3[52]=...保存
L_1[60]=個フォルダを検出
L_1[61]=検証します...
L_1[62]=を読取...
L_1[63]=変更箇所検索します...
L_1[64]=...読取:
L_2[60]=folder(s) detected.
L_2[61]=Verifying...
L_2[62]=Reading...
L_2[63]=Searching...
L_2[64]=...Read:
L_3[60]=個文件夹查出
L_3[61]=验证...
L_3[62]=读入...
L_3[63]=检索...
L_3[64]=...读取:
;-------------------
L_1[70]=キャラ名:
L_1[71]=表示名:
L_1[72]=バージョン:
L_1[73]=ムゲンバージョン:
L_1[74]=作者:
L_2[70]=Name:
L_2[71]=DisplayName:
L_2[72]=Version:
L_2[73]=MUGEN Version:
L_2[74]=Author:
L_3[70]=人物名:
L_3[71]=表示名:
L_3[72]=版本:
L_3[73]=MUGEN 版本:
L_3[74]=作者:
;-------------------
L_1[80]=データ変更
L_1[81]=CTRL追加
L_1[82]=ファイル再構成
L_1[83]=変更済みです(復元可)
L_1[84]=変更できませんでした
L_1[85]=変更の必要はありません
L_1[86]=ファイルアクセス失敗です
L_2[80]=Date Changed.
L_2[81]=CTRL added.
L_2[82]=Files ReBuilded
L_2[83]=Already Changed. (Ready Restore)
L_2[84]=Can not be Changed.
L_2[85]=No need to Change.
L_2[86]=Data Access Failed.
L_3[80]=文件变更
L_3[81]=CTRL追加
L_3[82]=文件再构成
L_3[83]=文件已经变更(复原可)
L_3[84]=没能改变.
L_3[85]=没有变更的必要
L_3[86]=文件读取失败
;-------------------
L_1[90]=復元の必要はありません
L_1[91]=復元は成功しました
L_1[92]=復元は中止されました(復元ファイルを検出)
L_2[90]=No need to Restore.
L_2[91]=Restore Succeed.
L_2[92]=Restore Stoped (BackuUp file(s) detected)
L_3[90]=无复原的必要
L_3[91]=复原成功
L_3[92]=复原被中止(查出复原文件)
;-------------------
L_1[100]=...DEFファイルを再構築
L_1[101]=...DEFファイルをバックアップ
L_1[102]=...ファイルをバックアップ
L_2[100]=...Rebuild chars DEF file
L_2[101]=...BackUp DEF file
L_2[102]=...file(s) BackUp
L_3[100]=...重新构造DEF文件
L_3[101]=...备分DEF文件
L_3[102]=...备分文件
;-------------------
L_1[110]=...結合:
L_1[111]=再構築DEF保存
L_1[112]=合成CNS保存
L_1[113]=DEF再構築完了
L_1[114]=ファイルが存在しません
L_2[110]=...Combine:
L_2[111]=Rebuilded DEF save
L_2[112]=Rebuilded CNS save
L_2[113]=DEF Rebuilding completed
L_2[114]=file(s) not found
L_3[110] =...结合:
L_3[111]=重新组织DEF保存
L_3[112]=重新组织CNS保存
L_3[113]=DEF重新组织完毕
L_3[114]=文件不存在
;-------------------
L_1[120]=を検出 >> 判別...
L_1[121]=ファイル生成署名を確認 >> 削除
L_1[122]=ファイル生成署名を確認できません!
L_1[123]=ファイルの一行目を確認してください
L_2[120]=Detected >> Verifying...
L_2[121]=Rebuilding Signature confirmed >> Delete
L_2[122]=Rebuilding Signature can not be confirmed !
L_2[123]=check the first line of file
L_3[120]=検出 >> 验证...
L_3[121]=确认形成署名 >> 删除
L_3[122]=不能确认形成署名 !
L_3[123]=请确认文件的第1行
;-------------------
L_1[130]=有効な
L_1[131]=を検出 >> 復元
L_1[132]=無効な
L_1[133]=を検出
L_2[130]=Valid
L_2[131]=detected >> Restore
L_2[132]=Invalid
L_2[133]=detected
L_3[130]=有效的
L_3[131]=检出 >> 复原
L_3[132]=无效的
L_3[133]=检出
;-------------------
L_1[140]=これは PIE によって作られたファイルです。
L_1[141]=同じフォルダにこのファイルのバックアップがあります。ファイル名は"<同じ名前>.a4bk".
L_1[142]=復元するには、復元アシストツールを使用するか、或いは、このファイルを削除した後、バックアップの名前から".a4bk"を消すことで可能です。
L_2[140]=This file is Made by PIE.
L_2[141]=there is a backup of this file in the same folder, named "<samename>.a4bk".
L_2[142]=to Restore, use assist tool, or delete this file, then remove ".a4bk" from the neme of backup.
L_3[140]=此文件是由 PIE 做成.
L_3[141]=在同文件夹内,有此文件的备份,文件名是"<同名>.a4bk"。
L_3[142]=如要复原,使用复原助手工具,或者,削除此文件后,从备份名中消除".a4bk",即可。
;-------------------
; options check boxes
L_1[150]=キャラのバージョンを更新します
;------
L_1[149]= null ;1.0 ;1.1
;; null : no change
;; 1.0 : change to v1.0
;; 1.1 : change to v1.1
;; new MUGEN engine version of characters
;; 動作するムゲン エンジーンのバージョン
;; 物动作版本
;---
L_1[151]=合成ファイルを UTF-8 形式で保存 (バージョン1.x専用)
L_1[152]=共通common1.cns参照するよう Def ファイルを再構築します
L_1[153]=コントロールを[StateDef -2]に追加します
L_1[154]=復元ファイルを自動生成します (バックアップ)
L_1[155]=ログファイル出力
L_1[156]=
L_1[157]=
L_1[158]=ファイル名:
L_1[159]=行番号:
L_2[150]=upgrade characters version
L_2[151]=save CombineFile as UTF-8 format (for ver 1.x)
L_2[152]=rebuild def file to reference system common1.cns
L_2[153]=add supplementary sctrls to [StateDef -2]
L_2[154]=auto create restore files (backup)
L_2[155]=logfile output
L_2[156]=
L_2[157]=
L_2[158]=FileName:
L_2[159]=Line:
L_3[150]=提升人物动作版本
L_3[151]=以 UTF-8 形式保存合成文件 (只支持1.x版本)
L_3[152]=重编辑 Def 文件至参照 common1.cns
L_3[153]=追加命令至 [StateDef -2]
L_3[154]=自动制作复原文件(备份)
L_3[155]=记录文件出力
L_3[156]=
L_3[157]=
L_3[158]=文件名:
L_3[159]=行数:
;----------------
; check / upgrade cns [160-180]
L_1[160]=velset
L_1[161]=snap
L_1[162]=mindist
L_1[163]=maxdist
L_1[164]=vel z
L_1[165]=pos z
L_1[166]=gethitvar(zoff)
;L_1[167]=sca,#,#,#