Mugen Wiki - Newest mugen chars, stages and addons
Main | Mugen Wiki | Registration | Login
Site menu
Section categories
ADD-ONs [34]
Anime [37]
Capcom [19]
Cartoon [26]
Mortal Kombat [18]
Comics [8]
Others [170]
SNK [14]
Statistics

Total online: 1
Guests: 1
Users: 0


willams street skull

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

willams street skull
[ · DOWNLOAD willams street skull () ] 2014-12-13, 1:25 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
Views: 1657 | Downloads: 504 | Rating: 0.0/0 |
Total comments: 0
Okami Amaterasu by MGSSJ2 (0)
Spiderman By ZVitor (0)
Antenna - Neo Geo Battle Coliseum By Alêx (0)
SS6 Pirate Stage By Nono (0)
Galford Stage By Ruben (0)
Vegeta Ssj5 (Dragon Ball) By Ultra ssj5 vegeta (0)
Only registered users can add comments.
[ Registration | Login ]
Login form
Search
Site friends
  • Create your own site
  • Copyright MyCorp © 2024   Hospedagem de sites   jogos para pc    criar site gratis    jogos para pc Make a free website with uCoz