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EvilChowder

Main » Files » STAGES » Others [ Add character or stage ]

EvilChowder
[ · DOWNLOAD EvilChowder () ] 2014-12-13, 1:26 PM
; Common state file for M.U.G.E.N beta 2002.04.14 ; ; 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. ; The following states have special handling within MUGEN, and should be ; overridden with caution: ; Jump Start (40): airjumping bookkeeping at time = 0 ; All guard states (120-155): guard handling throughout state ; Hit_trip, shaking (5070): defence increases at time = 0 ; Hit_bounce (5100): defence increases at time = 0, player becomes ; invincible if within 10 ticks of getting up ; Hit_liedown (5110): player changes to get-up state (5120) when ready ; Hit_getup (5120): player's defence is restored to normal at time = 0 ; Hitfall_recover (5200): player's defence is restored at time = 0 ; Hitfall_airrecover (5210): player's defence is restored at time = 0 ;--------------------------------------------------------------------------- ; 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 [State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050 ;--------------------------------------------------------------------------- ; 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 [Statedef 20] type = S physics = S sprpriority = 0 [State 20, 1] type = VelSet trigger1 = command = "holdfwd" x = 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 [State 20, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 value = S20,0 volume = 10000 channel = -1 [State 20, PlaySnd2] type = PlaySnd trigger1 = AnimElem = 6 value = S20,1 volume = 10000 channel = -1 ;--------------------------------------------------------------------------- ; 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, Dust1] type = Explod trigger1 = AnimElem = 1 anim = 8500 sprpriority = 5 Ownpal = 1 [State 40, Dust1] type = Explod trigger1 = AnimElem = 1 anim = 8510 pos = 0,4 sprpriority = -1 ownpal = 1 scale = 1.4, 1.2 [State 40, 6] type = ChangeState trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;--------------------------------------------------------------------------- ; AirJump Start [Statedef 45] type = A physics = N ctrl = 0 velset = 0,0 [State 45, 1] type = ChangeAnim trigger1 = SelfAnimExist(44) value = 44 [State 45, 2]
Category: Others
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