[go: up one dir, main page]

0% found this document useful (0 votes)
48 views15 pages

Config

Uploaded by

adjidanesdras
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
48 views15 pages

Config

Uploaded by

adjidanesdras
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 15

[Statedef -2]

;#ADD004BASC PIEs#
;============================================================================
;======================================
;--------------------------------------
; blocking/JD system helper set
[State -2,1]
type = Helper
triggerall = !IsHelper
triggerall = NumHelper(90900)
triggerall = Helper(90900),var(22) = [2,3]
triggerall = !NumHelper(99997) && !NumHelper(99998)
triggerall = Ctrl || StateNo = 40 || StateNo = 52 || StateNo = 100
triggerall = StateNo != 195500
trigger1 = Helper(90900),var(22) = 2 && Command = "holdfwd"
trigger2 = Helper(90900),var(22) = 3 && Command = "holdback"
ID = 99997 + (Helper(90900),var(22) = 3)
Stateno = 99997
IgnoreHitPause = 1
;--------------------------------------
; blocking/JD succeed!
[State -2,1]
type = ChangeState
triggerall = !IsHelper
triggerall = NumHelper(90900)
triggerall = Helper(90900),var(22) = [2,3]
triggerall = NumHelper(99997) || NumHelper(99998)
triggerall = Ctrl || StateNo = 40 || StateNo = 52 || StateNo = 100
triggerall = StateNo != 195500
trigger1 = NumHelper(99997)
trigger1 = Helper(99997),StateNo = 99996
trigger2 = NumHelper(99998)
trigger2 = Helper(99998),StateNo = 99996
value = 195500 ;; << �ɹ������r�Υ��Ʃ`��(�ϕ��)
IgnoreHitPause = 1
;--------------------------------------
;============================================================================

[State -2, Spray Anim P1];����ˮ��


type = Explod
triggerall = StageVar(info.author) = "water"
triggerall = pos Y = 0
trigger1 = time >= 0 && timemod = 16,0
persistent = 0
ID = 20
anim = F20
postype = p1
pos = 0,-5
ownpal = 1
ontop = 1
bindtime = ifelse(pos Y != 0,0,-1)
removetime = 16
pausemovetime = 999999
supermovetime = 999999

[State -2, 1];����ˮ���Ƴ�


type = removeexplod
trigger1 = pos Y != 0
ID = 20

[State -3, ���ˮ��]


type = Explod
triggerall = StageVar(info.author) = "water"
triggerall = Time = 1
trigger1 = StateNo=5201||StateNo=901||StateNo=1023||StateNo=1201||StateNo=1211||
StateNo=1301||StateNo=1401||StateNo=3111||StateNo=3302||StateNo=3311
ID = 22
anim = F22
postype = p1
pos = 10,0
ownpal = 1
ontop = 1
bindtime = 1
removetime = -2
pausemovetime = 999999
supermovetime = 999999

[State -3 , �����Ч]
type = PlaySnd
triggerall = Time = 1
trigger1 = StateNo=5201||StateNo=901||StateNo=1023||StateNo=1201||StateNo=1211||
StateNo=1301||StateNo=1401||StateNo=3111||StateNo=3302||StateNo=3311
value = F47,(0+(StageVar(info.author) = "water"))

[State 100, 4]
type = StopSnd
trigger1 = stateno != 2910
trigger2 = movetype = H
channel = 11

;-------------------
;Configuration
;-------------------

;Set below values to 1 or 0 to enable/disable.


[State 0, VarSet]
type = Null
trigger1 = (var(50) := 0) ;Skillbar (Infinite Dream Cancels and Super Cancels if
disabled)
persistent = 1

;----------------------------------------------------------
;DO NOT CHANGE ANYTHING BELOW
;----------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
;VS Terry
[State 0, VarSet]
type = VarSet
trigger1 = (P2Name = "Terry Bogard" || P4Name = "Terry Bogard")
trigger2 = enemy,name = "Terry Bogard"
v = 20
value = 1
;Damage Dampener
;Hitout
[State 0, VarSet]
type = VarSet
trigger1 = movetype = H
v = 21
value = 0
;Decreaser
[State 0, VarAdd]
type = VarAdd
trigger1 = var(21) > 0
v = 21
value = -1
ignorehitpause = 1

;Hitout
[State 0, VarSet]
type = VarSet
trigger1 = movetype = H
v = 23
value = 0
;Decreaser
[State 0, VarAdd]
type = VarAdd
trigger1 = var(23) > 0
v = 23
value = -1
ignorehitpause = 1

;Jump Basic -> Crouching Hard Kick Juggle Corrector


[State 0, VarAdd]
type = VarAdd
trigger1 = var(18) > 0
v = 18
value = -5
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = stateno = [600,650]
v = 18
value = 50
ignorehitpause = 1

;K.O Voice, thanks to Anjel


[State -2, Helper]
type = Helper
trigger1 = !alive && numhelper(16600) = 0
helpertype = normal
name = "I died"
ID = 16600
stateno = 16600
pos = 9999,9999
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999
pausemovetime = 999
ignorehitpause = 1
persistent = 0

[State 0, VarSet]
type = VarSet
trigger1 = stateno = [0,995]
v = 11
value = 0
ignorehitpause = 1

[State 0, VarSet]
type = Varset
triggerall = movehit
trigger1 = stateno = [1300,1310]
trigger2 = stateno = 3400
trigger3 = stateno = 3500
trigger4 = stateno = 2800
v = 11
value = 1
ignorehitpause = 1

[State 0, VarAdd]
type = VarAdd
trigger1 = var(12) > 0
v = 12
value = -5
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = var(12) = 0
trigger1 = var(11) = 1
v = 12
value = 50
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = random <= 500
triggerall = numexplod(11500) < 1
triggerall = var(11) = 1 && var(12) > 0
trigger1 = p2movetype = H
anim = 11500
ID = 11500
pos = -5,-70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 50,90
removetime = 24
sprpriority = 4
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
triggerall = random <= 500
triggerall = numexplod(11000) < 1
triggerall = var(11) = 1 && var(12) > 0
trigger1 = p2movetype = H
anim = 11000
ID = 11000
pos = -5,-70
postype = p2
facing = 1
vfacing = 1
bindtime = 1
random = 50,90
removetime = 26
sprpriority = 4
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State -2, DisplayToClipboard]


type = DisplayToClipboard
trigger1 = 1
text = "Limiter = %d,Vel X = %f,Vel Y = %f"
params = var(12),Vel X,Vel Y

;Liedown state fix by Caddie


[State -2, hitby]
type = hitby
trigger1 = life > 0
trigger1 = stateno = 5100 || stateno = 5110 || stateno = 5120
trigger1 = anim != 5120
value = SCA, NA, SA, HA, NP, SP, HP, NT, ST, HT
time = 1

;Skillbar System and Counter System taken with permission from L

;================================================================================
; ------- Skillbar System by Vans --------
;===============================================================================
[State -2, Add Meter]
type = VarAdd
triggerall = !var(33)
triggerall = fvar(5) < 1000
trigger1 = roundstate != [0,1]
trigger1 = roundstate != [3,4]
trigger1 = !(Ctrl = 0 && Anim = 0 && MoveType != H)
fvar(5) = 1.3736263736263736263736263736264
ignorehitpause = 1

[State -2, Add Meter]


type = VarAdd
triggerall = !var(33)
triggerall = fvar(5) = [1000,2000)
trigger1 = roundstate != [0,1]
trigger1 = roundstate != [3,4]
trigger1 = !(Ctrl = 0 && Anim = 0 && MoveType != H)
fvar(5) = 0.68681318681318681318681318681319
ignorehitpause = 1
;================================================================================
; ------- COUNTER HIT (Based on Sander's Method) --------
;===============================================================================
[State -2, VarSet];Checks if opponent is in attack state
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = a
var(56) = 1
ignorehitpause = 1

[State -2, VarSet];This resets the condition if counter not succesful and succesful
type = VarSet
triggerall = numenemy
trigger1 = enemy, movetype = i || var(57) >= 1 ;Enemy is Idle | Counter was
Succesful
trigger2 = var(57) > 10 && enemy, movetype = h ;10 ticks passed & enemy is on
gethit state
var(56) = 0
ignorehitpause = 1

[State -2, VarSet];Counter Hit Succesful


type = VarSet
trigger1 = var(56) = 1 && movehit ;Counter Check Ok, Move Hit Succesfully.
trigger2 = var(56) = 1 && projhit = 1 ;Counter Check Ok, Projectile Hit
Succesfully.
var(57) = 1
ignorehitpause = 1

[State -2, VarAdd];Counter Hit Timer


type = VarAdd
trigger1 = var(57) >= 1 ;Counter was succesful
var(57) = 1
ignorehitpause = 1

[State -2, VarSet];Counter Hit Reset


type = VarSet
trigger1 = var(57) >= 22 && movehit ;Reset if 22 ticks passed and move hit
trigger2 = p2movetype != h ;Reset if P2 is no longer in gethit state
trigger3 = movetype = h ;Reset if P1 is getting hit
trigger4 = var(57) >= 22 && projhit = 1 ;Reset if 22 ticks passed and projectile
hit
var(57) = 0
ignorehitpause = 1

[State -2, AssertSpecial];This will award free juggles for Counter Hit.
type = AssertSpecial
trigger1 = var(57) > 0
flag = nojugglecheck

[State -2, EnvColor];This will produce a flash a la KOF2K2


type = EnvColor
triggerall = numenemy
triggerall = stateno != [850,950] ;Does not activate during throws.
triggerall = stateno != [3000,4000] ;Don't activate during Hyper Moves
triggerall = stateno != 995
triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be
retarded.
trigger1 = var(56) = 1 && movehit ;Move hit, Ok
trigger2 = var(56) = 1 && projhit = 1 ;Projectile hit, Ok
value = 255,255,255
time = 1
under = 1
ignorehitpause = 1
persistent = 0

[State -2, Explod];Counter Explod for P1 Side.


type = null ;Explod
triggerall = numenemy
triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 1 ;Counter Ok, Explod
has not played, P1 Side
triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be
retarded.
triggerall = stateno != [850,950] ;Does not activate during throws.
trigger1 = movehit ;Move hits
trigger2 = projhit = 1 ;Projectile Hits
anim = 13000
pos = 160,234
postype = left ;p2,front,back,left,right
removetime = -2
supermove = 1
scale = 0.5,0.5
sprpriority = 0
id = 57
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1

[State -2, Explod];Counter Explod for P2 Side.


type = null ;Explod
triggerall = numenemy
triggerall = var(56) = 1 && numexplod(57) = 0 && teamside = 2 ;Counter Ok, Explod
has not played, P2 Side
triggerall = enemy, movetype = h ;Enemy was indeed HIT, otherwise this'd be
retarded.
triggerall = stateno != [850,950] ;Does not activate during throws.
trigger1 = movehit ;Move hits
trigger2 = projhit = 1 ;Projectile Hits
anim = 13001
pos = 160,234
postype = left ;p2,front,back,left,right
removetime = -2
supermove = 1
scale = 0.5,0.5
sprpriority = 0
id = 57
bindtime = -1
ontop = 1
ownpal = 1
ignorehitpause = 1
pausemovetime = -1
;===============================================================================

;Normal Mode
[State -2, VarSet]
type = VarSet
triggerall = P1Name != "Kusanagi"
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
v = 5
value = 1

;95 Mode
[State -2, VarSet]
type = VarSet
trigger1 = palno = 7
trigger2 = palno = 8
trigger3 = palno = 9
trigger4 = palno = 10
trigger5 = palno = 11
trigger6 = palno = 12
trigger7 = P1Name = "Kusanagi"
v = 5
value = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State 50, reset]


type = VarSet
trigger1 = stateno != [40,50]
var(2) = 0

;Cheese Kill
[State -2, Cheese Kill]
type = ChangeState
trigger1 = !alive
trigger1 = prevstateno = 130 || prevstateno = 131 || prevstateno = [150,153]
trigger1 = Stateno = [5000,5050]
value = 5400

[State -2, Cheese Kill]


type = VarSet
triggerall = stateno = [120,155]
trigger1 = StateType = S
ignorehitpause = 1
fvar(2) = 0

;Throw Limiter
[State -2, VarSet]
type = VarSet
trigger1 = HitDefAttr = SCA, NA, AP && MoveContact
var(16) = 15
ignorehitpause = 1

[State -2, VarAdd]


type = VarAdd
trigger1 = var(16) >= 1
var(16) = -1
ignorehitpause = 1

[State -2, VarSet]


type = VarSet
trigger1 = MoveGuarded
var(17) = 15
ignorehitpause = 1

[State -2, VarAdd]


type = VarAdd
trigger1 = var(17) >= 1
var(17) = -1
ignorehitpause = 1

;Power Charge StopSnd


[State -3, StopSnd]
type = StopSnd
trigger1 = stateno != 771
channel = 7
[State -3, StopSnd]
type = StopSnd
trigger1 = stateno != 771
channel = 9

;Run StopSnd
[State -3, StopSnd]
type = StopSnd
trigger1 = stateno != 100
channel = 10

;================================================================================
; ------- KOF Cornerpush System by Vans --------
;===============================================================================
[State -2, Superpause Check]
type = VarAdd
trigger1 = Var(24)
var(24) = -1

[State -2, Reset Time counter]


type = VarSet
trigger1 = movecontact = 1
var(25) = 0

[State -2, Accel]


type = VarSet
triggerall = roundstate = 2
triggerall = Var(24) <= 0
triggerall = numtarget >= 1
trigger1 = target, hitshakeover
fvar(6) = (target, gethitvar(xvel)*exp((-0.1886)*((var(25)))))

[State -2, Push]


type = PosAdd
triggerall = roundstate = 2
triggerall = !var(24)
triggerall = numtarget >= 1
triggerall = (target, BackEdgeBodyDist <= 0) || (target, FrontEdgeBodyDist <= 0)
triggerall = ProjContact = 0, < 50
triggerall = stateno != [900,959]
;triggerall = !numtarget(1400)
triggerall = enemynear,statetype != A
trigger1 = Statetype != A
x = ifelse(facing = -1 && target, BackEdgeBodyDist <= 0,fvar(6),-fvar(6))

[State -2, Increase]


type = VarSet
triggerall = numtarget >= 1
triggerall = target, hitshakeover
trigger1 = Var(24) <= 0
trigger1 = var(25)
var(25) = var(25)+1

[State -2, Time counter]


type = VarSet
trigger1 = !var(25)
trigger1 = fvar(6)
var(25) = 1

[State -2, Freeze Pos During Superpause]


type = PosFreeze
trigger1 = Var(24)
value = 1

[State -2, Drop]


type = VarSet
triggerall = fvar(6)
trigger1 = !numtarget
trigger2 = projcontact = 1
trigger3 = movecontact = 1
fvar(6) = 0
ignorehitpause = 1

[State -2, 4];��Ծϵͳ���


type = varadd
trigger1 = 1
v = 35
value = -1

;---------------------------------------------------------------------------
;===========================================================================
[Statedef -3]
;===========================================================================
;---------------------------------------------------------------------------

[State -3, 2];��Ծϵͳ���(��ͨ��)


type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(35) <= 0
value = F40, 0
channel = 13

[State -3, 2];��Ծϵͳ��‫�����أ‬/С��


type = PlaySnd
triggerall = time = 1
trigger1 = stateno = 40
trigger1 = var(35) > 1
value = F40, 1
channel = 13

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; AH����Ĵ���ϵͳ
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[State -3, 5]
type = varset
trigger1 = stateno = 10
trigger1 = time = 0
trigger2 = stateno = 100
v = 35
value = 20

[State -3, 5]
type = varset
trigger1 = stateno = 52
trigger1 = time = 0
v = 35
value = 0

[State -3, 5]
type = varset
trigger1 = stateno = 40
trigger1 = command != "holdup"
v = 36
value = 1

[State -3, 5]
type = varset
trigger1 = stateno = 40
trigger1 = command = "holdup"
v = 36
value = 0

[State -3, 5]
type = VelAdd
trigger1 = stateno = 50
trigger1 = anim = 41
trigger1 = time = 1
trigger1 = var(35) >= 1
y = -0.6

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 42
trigger1 = time = 1
trigger1 = var(35) >= 1
x = 4.8
;y = -9

[State -3, 5]
type = velset
trigger1 = stateno = 50
trigger1 = anim = 43
trigger1 = time = 1
trigger1 = var(35) >= 1
x = -4.8
;y = -9

[State -3, 5]
type = veladd
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(36) = 1
y = 3

[State -3, 5]
type = AfterImage
trigger1 = stateno = 50
trigger1 = time = 1
trigger1 = var(35) >= 1
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright = 12,12,12
palcontrast = 225,225,225
palpostbright = 0,0,0
paladd = 0,0,0
palmul = 1,1,1
;--------------------------------------------

[State -3, Corner];ZOMG STOLEN FROM IRON (AND COPIED FROM VANS)
type = Velset
trigger1 = FrontEdgeDist < 10 && vel x > 0.1
x = 0.1

;Get Hit Sound


[State -3, PlaySnd]
type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = random < 500
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020
value = 5001,0+(random%3)
channel = 5

[State -3, PlaySnd]


type = PlaySnd
triggerall = time = 1
triggerall = alive
trigger1 = StateNo = 5070
value = 5000,0+(random%3)
channel = 5

;Stop sounds when hit


[State -3, StopSnd]
type = StopSnd
trigger1 = StateNo = 5000 || StateNo = 5010 || StateNo = 5020
trigger2 = StateNo = 5001 || StateNo = 5011 || StateNo = 5021
trigger3 = StateNo = 5002 || StateNo = 5012 || StateNo = 5022
trigger4 = StateNo = 5070 || StateNo = 5100
trigger5 = StateNo = [150,159]
channel = 0

;Intro,Winpose and Taunt StopSnd


[State -3, StopSnd]
type = StopSnd
trigger1 = stateno != [180,196]
channel = 8

;This controller plays a sound everytime KFM lands from a jump, or


;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
value = 1,3

;Thanks to [E]
[State -2, Width]
type = Width
trigger1 = movetype != H
trigger1 = 1
edge = 24,0

;--------------------------------------------------------------
;��Ч���뿪 ʼ
;--------------------------------------------------------------
[State -2]
type = Helper
triggerall = !NumHelper(23680)
trigger1 = StageVar(info.author) = "light"
pos = 0,0
stateno = 23680
id = 23680
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = p1

[State -2]
type = Helper
triggerall = !NumHelper(23681)
trigger1 = StageVar(info.author) = "light"
pos = 134,0
stateno = 23681
id = 23681
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = left

[State -2]
type = Helper
triggerall = !NumHelper(23682)
trigger1 = StageVar(info.author) = "light"
pos = -134,0
stateno = 23682
id = 23682
ownpal = 1
persistent = 0
ignorehitpause = 1
postype = right
;--------------------------------------------------------------
;��Ч��ʼλ��
;--------------------------------------------------------------
[Statedef 23680]
type = S
movetype= H
physics = N
velset = 0,0
sprpriority = -10

[State 3680, 4]
type = changeanim
trigger1 = time%2 = 0
value = 99999

[State 3680, 4]
type = ChangeAnim
triggerall = time%2 = 1
trigger1 = ((root,anim = [0,99999]) && root,movetype != H)
trigger2 = (root,anim = [5000,9999])
value = root,anim
elem = root,animelemno(0)
ignorehitpause = 1
persistent = 1

[State 3680, 0]
type = PalFX
trigger1 = time = 0
time = -1
add = 224,88,0
sinadd = 48,50,32,16
;add = 248,232,192

[State 3680,0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3680, 4]
type=BindToParent
trigger1 = 1
time = -1
facing = 1
pos = (1+ifelse(Parent,fvar(36) = 1,-1,0)+ifelse(Parent,fvar(36) = 2,-
2,0))*ifelse(Facing = -1,-1,1),0
;--------------------------------------------------------------
;����
;--------------------------------------------------------------
[Statedef 23681]
type = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0 && RootDist X < 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0
fvar(36) = 0

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;����
;--------------------------------------------------------------
[Statedef 23682]
type = S
movetype= H
physics = N
velset = 0,0
anim = 99999
sprpriority = -10

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X < 0 && RootDist X > 52
fvar(36) = 1

[State 3680,1]
type = ParentVarSet
trigger1 = RootDist X > 0
fvar(36) = 2

[State 3680,1]
type = NotHitBy
trigger1 = 1
value = SCA
;--------------------------------------------------------------
;���������
;--------------------------------------------------------------

You might also like