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Anitype 1
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Juegotaku
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Demo Jugable Saint Seiya
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seiya
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seiya2.cns
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2001-05-22
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2,327 lines
;Seiya Common"global"state file
;
; System variables usage
; ----------------------
; Var name Type Purpose
; -------- ---- -------
; sysvar(0) Temp Set by state 5081 (HITL_SLIDE) to 1 to prevent
; showing ground hit frame in state 5110 (HIT_LIEDOWN).
; Used by guarding states.
; sysvar(1) Temp Used by state 40 (Jump Start) amd 45 (Air Jump Start)
; to keep track of which way to jump.
; Used by state 5100 and 5110 to remember downward
; velocity of player just before hitting the ground.
; Used in state 5080 for storing the anim # to display.
;---------------------------------------------------------------------------
; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0
[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
;cosmo time 0
[State 0, 3.3]
type = Explod
triggerall = NumExplod(2) = 0
triggerall = stateno = 0
trigger1 = Time = 0
anim = 2
id = 2
pos = 0,0
postype = p1
sprpriority = -2
removetime = -1
bindtime = -1
ownpal = 1
supermove = 1
removeongethit = 1
;cosmosound
[State 0, sound]
type = PlaySnd
trigger1 = Time = 0
value = 2115, 1
;---------------------------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type = C
physics = C
anim = 10
[State 10, 1]
type = VelMul
trigger1 = Time = 0
x = .75
[State 10, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
; Crouching
[Statedef 11]
type = C
physics = C
anim = 11
sprpriority = 0
[State 11, 1] ;Change from turning animation
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 11
;---------------------------------------------------------------------------
; Crouch to Stand
[Statedef 12]
type = S
physics = S
anim = 12
[State 12, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Walk forward
[Statedef 20]
type = S
physics = S
sprpriority = 0
[State 20, screenmove]
type = Screenbound
trigger1 = Time = 0
value = 50
movecamera = 99,99
[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = 2;const(velocity.walk.fwd.x)
[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = const(velocity.walk.back.x)
[State 20, 3]
type = ChangeAnim
triggerall = vel x > 0
trigger1 = Anim != 20 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 20
[State 20, 4]
type = ChangeAnim
triggerall = vel x < 0
trigger1 = Anim != 21 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 21
;---------------------------------------------------------------------------
; Jump Start
[Statedef 40]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 40, 3]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; AirJump Start(multiple)
[Statedef 45]
type = A
physics = N
ctrl = 0
velset = 0,0
[State 45 , 0]
type = PlaySnd
trigger1 = Time = 0
value = 1100,2
[State 45, 5]
type = AfterImage
trigger1 = time = 0
time = 20
FrameGap = 2
length = 10
PalBright = 0, 0, 0
PalContrast = 128,128,128
PalAdd = 0, 0, 0
PalMul = 1,1,1
Trans = Add1
[State 45, 1]
type = ChangeAnim
trigger1 = SelfAnimExist(44)
value = 44
[State 45, 2]
type = ChangeAnim
trigger1 = !SelfAnimExist(44)
value = 41
[State 45, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 45, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1
[State 45, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1
[State 45, 6]
type = VelSet
trigger1 = Time = 2
x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x)))
y = -12.5;const(velocity.airjump.y);da testare
[State 45, 7]
type = ChangeState
trigger1 = Time = 2
value = 50
ctrl = 1
;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type = A
physics = A
[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0
[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))
[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type = S
physics = S
ctrl = 0
anim = 47
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type = S
physics = S
anim = 100
sprpriority = 1
[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)
[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn
[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type = A
physics = A
ctrl = 0
anim = 105
[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)
[State 105, 2]
type = CtrlSet
trigger1 = Time = 2
value = 1
[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106
;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type = S
physics = S
ctrl = 0
anim = 47
[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 106, 3]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1
[State 106, 4]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUN_UP
[Statedef 110]
type = S
physics = N
[State 110, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0
[State 110, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 110
[State 110, 2]
type = HitBy
trigger1 = Time = 0
value = SCA, NT, ST, HT
time = 30
[State 110, 3]
type = VelSet
trigger1 = Time = 0
x = 0
z = -7
[State 110, 4]
type = VelMul
trigger1 = 1
z = 0.8
[State 110, 5]
type = VelSet
trigger1 = AnimTime = -8
z = 0
[State 110, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1
[State 110, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; RUN_DOWN
[Statedef 115]
type = S
physics = N
[State 115, 0]