Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pmBoard: Projects

Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm[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 = 2.4 ;Walk forward
walk.back = -2.2 ;Walk backward
run.fwd = 8, 0 ;Run forward (x, y)
run.back = -5,-5 ;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
[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 = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;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 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 25, 2 ;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 = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;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 220, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 30, 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 = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;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,-2 ;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 230, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 15, 1 ;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, 1 ;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 = 9, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 1 ;Time that the opponent slides back
ground.hittime = 20 ;Time opponent is in hit state
ground.velocity = -2,-10 ;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 = -1.5,-10 ;X-velocity at which opponent is pushed,
numhits = 2
;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, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 35, 0 ;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 = 10, 2 ;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 = 8, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = Low ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12 ;Time that the opponent slides back
ground.hittime = 14 ;Time opponent is in hit state
ground.velocity = -9 ;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 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, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 30, 6 ;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 = 20, 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 = 9, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10 ;Time that the opponent slides back
ground.hittime = 14 ;Time opponent is in hit state
ground.velocity = -8,2 ;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 = 10
[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, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 15, 1 ;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 = 5, 5 ;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 = 5, 0 ;Sound to play on hit
guardsound = 6, 0 ;Sound to play on guard
ground.type = High ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 2 ;Time that the opponent slides back
ground.hittime = 5 ;Time opponent is in hit state
ground.velocity = -2 ;Velocity at which opponent is pushed
airguard.velocity = -1,-.5 ;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 = -2,-1 ;X-velocity at which opponent is pushed,
numhits = 3
;Y-velocity at which opponent is pushed
air.hittime = 10
[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, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 10, 1 ;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 = 5, 5 ;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 = 1 ;Time that the opponent slides back
ground.hittime = 1 ;Time opponent is in hit state
ground.velocity = -.2 ;Velocity at which opponent is pushed
airguard.velocity = -.1,-.1 ;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 = -.5,-.5 ;X-velocity at which opponent is pushed,
numhits = 11
;Y-velocity at which opponent is pushed
air.hittime = 10
[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, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 20, 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 = 15, 5 ;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 = 1 ;Time that the opponent slides back
ground.hittime = 1 ;Time opponent is in hit state
ground.velocity = -.2 ;Velocity at which opponent is pushed
airguard.velocity = -.1,-.1 ;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 = -.5,-1 ;X-velocity at which opponent is pushed,
numhits = 3
;Y-velocity at which opponent is pushed
air.hittime = 10
[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, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA ;Attribute: Standing, Normal Attack
damage = 15, 10 ;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 = 5, 5 ;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 = 1 ;Time that the opponent slides back
ground.hittime = 1 ;Time opponent is in hit state
ground.velocity = -.2 ;Velocity at which opponent is pushed
airguard.velocity = -.1,-.1 ;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 = -.5,-.5 ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 10
[State 650, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
; Running Foward
; CNS difficulty: easy
[Statedef 110]
type = S
physics = S
anim = 100
[State 110, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 110, assert]
type = AssertSpecial
trigger1 = command = "FF"
flag = nowalk
[State 110, 2]
type = ChangeState
trigger1 = command != "FF"
value = 0
;---------------------------------------------------------------------------
; Hopping Backward
; CNS difficulty: easy
[Statedef 105]
type = S
physics = S
anim = 105
[State 105, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.back.x)
[State 105, assert]
type = AssertSpecial
trigger1 = command = "BB"
flag = nowalk
[State 105, 2]
type = ChangeState
trigger1 = command != "BB"
value = 0
;---------------------------------------------------------------------------
; Jump
; CNS difficulty: easy
;---------------------------------------------------------------------------
; 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
;-| Default Values |-------------------------------------------------------
[Defaults]
; Default value for the "time" parameter of a Command. Minimum 1.
command.time = 30
; Default value for the "buffer.time" parameter of a Command. Minimum 1,
; maximum 30.
command.buffer.time = 1
;-| Super Motions |--------------------------------------------------------
;-| Special Motions |------------------------------------------------------
;-| Double Tap |-----------------------------------------------------------
[Command]
name = "FF" ;Required (do not remove)
command = F, F
time = 10
[Command]
name = "BB" ;Required (do not remove)
command = B, B
time = 10
;-| 2/3 Button Combination |-----------------------------------------------
[Command]
name = "recovery" ;Required (do not remove)
command = x+y
time = 1
[Command]
name = "recovery"
command = y+z
time = 1
[Command]
name = "recovery"
command = x+z
time = 1
[Command]
name = "recovery"
command = a+b
time = 1
[Command]
name = "recovery"
command = b+c
time = 1
[Command]
name = "recovery"
command = a+c
time = 1
;-| Dir + Button |---------------------------------------------------------
[Command]
name = "back_x"
command = /$B,x
time = 1
[Command]
name = "back_y"
command = /$B,y
time = 1
[Command]
name = "back_z"
command = /$B,z
time = 1
[Command]
name = "down_x"
command = /$D,x
time = 1
[Command]
name = "down_y"
command = /$D,y
time = 1
[Command]
name = "down_z"
command = /$D,z
time = 1
[Command]
name = "fwd_x"
command = /$F,x
time = 1
[Command]
name = "fwd_y"
command = /$F,y
time = 1
[Command]
name = "fwd_z"
command = /$F,z
time = 1
[Command]
name = "up_x"
command = /$U,x
time = 1
[Command]
name = "up_y"
command = /$U,y
time = 1
[Command]
name = "up_z"
command = /$U,z
time = 1
[Command]
name = "back_a"
command = /$B,a
time = 1
[Command]
name = "back_b"
command = /$B,b
time = 1
[Command]
name = "back_c"
command = /$B,c
time = 1
[Command]
name = "down_a"
command = /$D,a
time = 1
[Command]
name = "down_b"
command = /$D,b
time = 1
[Command]
name = "down_c"
command = /$D,c
time = 1
[Command]
name = "fwd_a"
command = /$F,a
time = 1
[Command]
name = "fwd_b"
command = /$F,b
time = 1
[Command]
name = "fwd_c"
command = /$F,c
time = 1
[Command]
name = "up_a"
command = /$U,a
time = 1
[Command]
name = "up_b"
command = /$U,b
time = 1
[Command]
name = "up_c"
command = /$U,c
time = 1
;-| Single Button |---------------------------------------------------------
[Command]
name = "a"
command = a
time = 1
[Command]
name = "b"
command = b
time = 1
[Command]
name = "c"
command = c
time = 1
[Command]
name = "x"
command = x
time = 1
[Command]
name = "y"
command = y
time = 1
[Command]
name = "z"
command = z
time = 1
[Command]
name = "s"
command = s
time = 1
;-| Single Dir |------------------------------------------------------------
[Command]
name = "fwd" ;Required (do not remove)
command = $F
time = 1
[Command]
name = "downfwd"
command = $DF
time = 1
[Command]
name = "down" ;Required (do not remove)
command = $D
time = 1
[Command]
name = "downback"
command = $DB
time = 1
[Command]
name = "back" ;Required (do not remove)
command = $B
time = 1
[Command]
name = "upback"
command = $UB
time = 1
[Command]
name = "up" ;Required (do not remove)
command = $U
time = 1
[Command]
name = "upfwd"
command = $UF
time = 1
;-| Hold Button |--------------------------------------------------------------
[Command]
name = "hold_x"
command = /x
time = 1
[Command]
name = "hold_y"
command = /y
time = 1
[Command]
name = "hold_z"
command = /z
time = 1
[Command]
name = "hold_a"
command = /a
time = 1
[Command]
name = "hold_b"
command = /b
time = 1
[Command]
name = "hold_c"
command = /c
time = 1
[Command]
name = "hold_s"
command = /s
time = 1
;-| Hold Dir |--------------------------------------------------------------
[Command]
name = "holdfwd" ;Required (do not remove)
command = /$F
time = 1
[Command]
name = "holddownfwd"
command = /$DF
time = 1
[Command]
name = "holddown" ;Required (do not remove)
command = /$D
time = 1
[Command]
name = "holddownback"
command = /$DB
time = 1
[Command]
name = "holdback" ;Required (do not remove)
command = /$B
time = 1
[Command]
name = "holdupback"
command = /$UB
time = 1
[Command]
name = "holdup" ;Required (do not remove)
command = /$U
time = 1
[Command]
name = "holdupfwd"
command = /$UF
time = 1
;---------------------------------------------------------------------------
; 2. State entry
; --------------
; This is where you define what commands bring you to what states.
;
; Each state entry block looks like:
; [State -1, Label] ;Change Label to any name you want to use to
; ;identify the state with.
; type = ChangeState ;Don't change this
; value = new_state_number
; trigger1 = command = command_name
; . . . (any additional triggers)
;
; - new_state_number is the number of the state to change to
; - command_name is the name of the command (from the section above)
; - Useful triggers to know:
; - statetype
; S, C or A : current state-type of player (stand, crouch, air)
; - ctrl
; 0 or 1 : 1 if player has control. Unless "interrupting" another
; move, you'll want ctrl = 1
; - stateno
; number of state player is in - useful for "move interrupts"
; - movecontact
; 0 or 1 : 1 if player's last attack touched the opponent
; useful for "move interrupts"
;
; Note: The order of state entry is important.
; State entry with a certain command must come before another state
; entry with a command that is the subset of the first.
; For example, command "fwd_a" must be listed before "a", and
; "fwd_ab" should come before both of the others.
;
; For reference on triggers, see CNS documentation.
;
; Just for your information (skip if you're not interested):
; This part is an extension of the CNS. "State -1" is a special state
; that is executed once every game-tick, regardless of what other state
; you are in.
; Don't remove the following line. It's required by the CMD standard.
[Statedef -1]
;===========================================================================
;---------------------------------------------------------------------------
;===========================================================================
;---------------------------------------------------------------------------
; Run Fwd
[State -1, Run Fwd]
type = ChangeState
value = 100
trigger1 = command = "FF"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Walk Fwd
[State -1, Run Back]
type = ChangeState
value = 20
trigger1 = command = "holdback"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Walk Back
[State -1, Run Fwd]
type = ChangeState
value = 21
trigger1 = command = "holdfwd"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Run Back
[State -1, Run Back]
type = ChangeState
value = 105
trigger1 = command = "BB"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Taunt
[State -1, Taunt]
type = ChangeState
value = 195
triggerall = command = "s"
trigger1 = statetype != A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Punch
[State -1, Stand Light Punch]
type = ChangeState
value = 200
triggerall = command = "x"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Medium Punch
[State -1, Stand Medium Punch]
type = ChangeState
value = 210
triggerall = command = "y"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Strong Punch
[State -1, Stand Strong Punch]
type = ChangeState
value = 220
triggerall = command = "z"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Stand Light Kick
[State -1, Stand Light Kick]
type = ChangeState
value = 230
triggerall = command = "a"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Standing Medium Kick
[State -1, Standing Medium Kick]
type = ChangeState
value = 240
triggerall = command = "b"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Standing Strong Kick
[State -1, Standing Strong Kick]
type = ChangeState
value = 250
triggerall = command = "c"
triggerall = command != "holddown"
trigger1 = statetype = S
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Light Punch
[State -1, Jump Light Punch]
type = ChangeState
value = 600
triggerall = command = "x"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Punch
[State -1, Jump Medium Punch]
type = ChangeState
value = 610
triggerall = command = "y"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Strong Punch
[State -1, Jump Strong Punch]
type = ChangeState
value = 620
triggerall = command = "z"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Light Kick
[State -1, Jump Light Kick]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Medium Kick
[State -1, Jump Medium Kick]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = statetype = A
trigger1 = ctrl
;---------------------------------------------------------------------------
; Jump Strong Kick
[State -1, Jump Strong Kick]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = statetype = A
trigger1 = ctrl
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm
Posted by James92498
in Purple Pikmin Character (Started by James92498 April 21, 2013, 11:16:30 pm