; Classic Megaman's constants. ; Format (case insensitive): ; [groupname] ; constname = value [Data] life = 1000 ;Amount of life to start with attack = 100 ;100% attack power (more is stronger) defence = 100 ;100% defensive power (more is stronger) fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground liedown.time = 0 ;Time player takes before getting up from HIT_LIEDOWN airjuggle = 15 ;Can do 15 points of juggling ;sparkno = 0,7 ;Default spark number guard.sparkno = 0,20 ;Default guard spark number KO.echo = 0 ;1 to enable echo on KO volume = 0 ;Volume offset (negative for softer) [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 10 ;Player width (back, ground) ground.front = 10 ;Player width (front, ground) air.back = 15 ;Player width (back, air) air.front = 15 ;Player width (front, air) z.width = 3 ;Player width (into and out) height = 18 ;Height of player (for opponent to jump over) attack.width = 4,4 ;Default attack width: back, front 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 = -5, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow [Velocity] walk.fwd = 2.3 ;Walk forward walk.back = -2.3 ;Walk backward run.fwd = -2.3, 0 ;Run forward (x, y) - if y<0, player will hop run.back = -2.3, 0 ;Run backward (x, y) - if y=0, player will run jump.neu = 0,0 ;Neutral jumping velocity (x, y) jump.back = 0 ;Jump back Speed (x, y) jump.fwd = 0 ;Jump forward Speed (x, y) [Movement] yaccel = .43 ;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 (Time over) [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0,0 [State 170, 1] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 ;--------------------------------------------------------------------------- ; WIN [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; WIN1 [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0,0 [State 181, 1] type = NotHitBy trigger1 = Time >= 0 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Introduction [Statedef 191] type = S ctrl = 0 anim = 0 velset = 0,0 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 trigger2 = NumHelper(192) != 0 trigger2 = Helper(192), Pos Y < 0 value = 190 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 3] type = Helper trigger1 = RoundState = 0 trigger1 = NumHelper(192) = 0 ID = 192 name = "intro" pos = 0,-480 stateno = 192 [State 192, 3] ;Teleport Sound type = PlaySnd trigger1 = NumHelper(192) != 0 trigger1 = Helper(192), Pos Y >= 0 value = 191,0 [State 191, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Introduction (Teleporting) [Statedef 192] type = A ctrl = 0 anim = 0 velset = 0,0 [State 192, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 192 [State 192, 2] ;Change Velocity when PreIntro is over type = VelSet trigger1 = RoundState != 0 y = 16 [State 192, 3] type = DestroySelf trigger1 = Pos Y >= 0 ;--------------------------------------------------------------------------- ; MEGABUSTER [Statedef 200] type = S movetype= A physics = S velset = 0,0,0 anim = 200 [State 200, 1] ;Uncomment if you want to play a sound type = PlaySnd trigger1 = Time = 0 value = 10, 0 [State 200, 2] type = Helper trigger1 = Time = 0 name = "Mega Buster" id = 2000 pos = 15, -12 stateno = 201 ownpal = 0 [State 200, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; MEGABUSTER SHOT [Statedef 201] type = A movetype= A physics = N velset = 6,0 anim = 2000 ctrl = 0 [State 201, 1] type = HitDef trigger1 = Time = 0 attr = S, NP numhits = 1 damage = 100,5 sparkno = -1 guard.sparkno = -1 guardflag = MA animtype = light pausetime = 0,0 hitsound = S10,1 guardsound = S10,2 ground.type = Low ground.slidetime = 0 ground.hittime = 0 guard.velocity = 0 ground.velocity = 0 air.animtype = back air.velocity = 0,0 airguard.velocity = 0,0 palfx.time = 3 palfx.add = 255,255,255 [State 201, 2] type = projectile trigger1 = Time = 0 attr = S, NP projID = 2000 projanim = 2001 projremovetime = 0 offset = 0,0 projpriority = 1 numhits = 0 damage = 0 sparkno = -1 guard.sparkno = -1 guardflag = MA animtype = light pausetime = 0,0 ground.type = Low ground.slidetime = 0 ground.hittime = 0 guard.velocity = 0 ground.velocity = 0 air.animtype = back air.velocity = 0,0 airguard.velocity = 0,0 [State 201, 3] type = VelSet trigger1 = MoveGuarded x = -8 y = -4 [State 201, 4] type = Width trigger1 = 1 value = -5,-5 [State 201, 5] type = HitOverride trigger1 = 1 attr = SCA, AA, AP, AT stateno = 202 [State 201, 5] type = NotHitBy trigger1 = 1 value = SCA, AA, AT [State 201, 6] type = DestroySelf trigger1 = MoveHit trigger2 = ScreenPos X != [0,359] ;--------------------------------------------------------------------------- ; MEGABUSTER SHOT Destroy [Statedef 202] type = A movetype= I physics = N [State 202, 1] type = DestroySelf trigger1 = 1 ;--------------------------------------------------------------------------- ;JUMP_UP [Statedef 210] type = A movetype= A physics = A poweradd= 0 anim = 41 [State 210, 1] type = Velset trigger1 = time = 0 y = -7.2 [State 200, 1] type = ChangeAnim trigger1 = vel x < 0 value = 51 [State 210, 3] type = VelAdd trigger1 = command != "holdb" y = 0.3 [State 210, 3] type = ChangeState trigger1 = Vel Y >= 0 value = 211 ;JUMP_DOWN [Statedef 211] type = A movetype= A physics = A poweradd= 0 [State 211, 2] ; slow descent type = VelAdd trigger1 = Time >= 0 y = -0.1 ;--------------------------------------------------------------------------- ;JUMP_UP_SHOOTING [Statedef 212] type = A movetype= A physics = A poweradd= 0 anim = 241 [State 212, 1] type = ChangeAnim trigger1 = vel x < 0 value = 251 [State 212, 2] type = PlaySnd trigger1 = Time = 0 value = 10, 0 [State 212, 2] type = Helper trigger1 = Time = 0 name = "Mega Buster" id = 2000 pos = 13, -16 stateno = 201 ownpal = 0 [State 212, 3] type = VelAdd trigger1 = command != "holdb" y = 0.3 [State 212, 3] type = ChangeState trigger1 = Vel Y >= 0 value = 213 ;JUMP_DOWN [Statedef 213] type = A movetype= A physics = A poweradd= 0 [State 213, 1] ; slow descent type = VelAdd trigger1 = stateno = 213 y = -0.1 ;--------------------------------------------------------------------------- ; MEGABUSTER WHILE WALKING [Statedef 220] type = S movetype= A physics = S ctrl = 0 velset = 0,0,0 [State 220, 1] type = ChangeAnim trigger1 = Anim != 220 value = 220 [State 220, 2] ;Uncomment if you want to play a sound type = PlaySnd trigger1 = Time = 0 value = 10, 0 [State 220, 3] type = VelSet trigger1 = stateno = 220 x = 2.3 [State 220, 4] type = Helper trigger1 = Time = 0 name = "Mega Buster" id = 2000 pos = 15, -12 stateno = 201 ownpal = 0 [State 220, 5] type = ChangeState trigger1 = AnimTime = 0 value = 20 ctrl = 1 [State 220, 6] type = ChangeState trigger1 = command != "holdfwd" value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HEALING [Statedef 500] type = S physics = S ctrl = 0 velset = 0,0,0 [State 500, 1] type = LifeAdd trigger1 = Time < 90 value = 10 [State 500, 1] type = ChangeState trigger1 = Time >= 90 value = 501 [Statedef 501] type = S movetype= I physics = S ctrl = 1 [State 501, 1] type = ChangeState trigger1 = Time = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; HIT TELEPORT [Statedef 600] type = S movetype= H physics = S ctrl = 0 velset = 0,0,0 [State 600, 1] type = HitOverride trigger1 = Time = 0 [State 600, 2] type = PosAdd trigger1 = Time = 0 trigger4 = Time > 0 x = 0 [State 600, 3] type = PosAdd trigger1 = Time = 0 trigger4 = Time > 0 x = 200 [State 600, 4] type = ChangeState trigger1 = Time = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Jump Start [Statedef 40] type = S physics = S anim = 0 ctrl = 1 [State 40, 1] type = ChangeState trigger1 = StateNo = 40 value = 0 ;--------------------------------------------------------------------------- ;Die (Explod) [Statedef 5149] type = A movetype = I physics = N anim = 5150 ctrl = 0 velset = 0,0 addlife= -1000 sprpriority = 7 [State 5149, 1] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4150 pos = 0,-10 vel = 0,-.5 removetime = -1 sprpriority = 7 [State 5149, 2] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4150 pos = 0,-10 vel = -.5,0 removetime = -1 sprpriority = 7 [State 5149, 3] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4150 pos = 0,-10 vel = 0,.5 removetime = -1 sprpriority = 7 [State 5149, 4] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4150 pos = 0,-10 vel = .5,0 removetime = -1 sprpriority = 7 [State 5149, 5] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4152 pos = 0,-10 vel = 0,-2 removetime = -1 sprpriority = 7 [State 5149, 6] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4151 pos = 0,-10 vel = -1.5,-1.5 removetime = -1 sprpriority = 7 [State 5149, 7] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4152 pos = 0,-10 vel = -2,0 removetime = -1 sprpriority = 7 [State 5149, 8] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4151 pos = 0,-10 vel = -1.5,1.5 removetime = -1 sprpriority = 7 [State 5149, 9] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4152 pos = 0,-10 vel = 0,2 removetime = -1 sprpriority = 7 [State 5149, 10] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4151 pos = 0,-10 vel = 1.5,1.5 removetime = -1 sprpriority = 7 [State 5149, 11] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4152 pos = 0,-10 vel = 2,0 removetime = -1 sprpriority = 7 [State 5149, 12] ;Dead Explod type = Explod trigger1 = Time = 0 anim = 4151 pos = 0,-10 vel = 1.5,-1.5 removetime = -1 sprpriority = 7 [State 5149, 13] ;Die Explode type = PlaySnd trigger1 = Time = 0 value = 11,1 ;[State 5149, 14] ;type = PosSet ;trigger1 = Time = 0 ;y = 0 [State 5149, 15] type = ChangeState trigger1 = Time = 0 value = 5150 ;--------------------------------------------------------------------------- ; States that are always checked (use -2) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- [Statedef -2] [State -2, 1] type = PlaySnd trigger1 = anim = 47 value = 47, 0 [State -2, 1] type = AssertSpecial trigger1 = Time >= 0 flag = nostandguard flag2 = nocrouchguard flag3 = noairguard flag4 = noautoturn [State -2, 1] type = ChangeState trigger1 = Life = 0 trigger1 = StateNo != 5149 trigger1 = StateNo != 5150 value = 5149