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��˵������3��ָ�����κβ������ʹ�õģ�

ignorepausetime = 1
�������һЩstatedef�������pause��Ч����ǻ�������ţ�����˵ij�����б��
�ȫ�‫�ڵ‬Ч������ָ��=0����ôpause�ᵼ�º�ɫͬ����������ֵ�Ч��һ��һ�u����ӣ����

�������1����ʹpause������£��ü���ֱ��������ɫ�����ᵼ�º�ɫ��ͣ�١��÷����£

[state envcolor]
type = envcolor
trigger1 = time = [50,150]
value = 0,0,0
time = 1
under = 0
ingorepausetime = 1
[state pause]
type = pause
trigger1 = time >= 60 && time <= 100
time = 1

������˵��statedef�ĵ�50tick~150tick��ʱ�
�����ȫ��1tick��������60tick��ʱ�������time >= 60 && time <=
100���ʱ���‫��ͣ�ڵ‬Ч����ʱ������ú�ɫ�ı����c���ô��Ҫ��envcolor�м���ingo
repausetime = 1
;*******************
ignorehitpause = 1 �����������
‫��ڻ‬жԷ����Ч������������Ǹ����ӽ���������ðɣ������statedef��

��ȫ�‫����ڣ‬Ҵ���hitdef�Ĺ���Ч����hitdef��pausetime =
9,10����ô���жԷ�ȡ���ɫ����9tick��Է������ȡ���ɫ����10tick��

[state envcolor]
type = envcolor
trigger1 = time = [60,160]
value = 0,0,0
time = 1
ignorehitpause = 1
under = 0

[state hitdef]
type = hitdef
trigger1 = time = 70
trigger2 = time = 80
trigger3 = time = 90
trigger4 = time = 100
attr = s,na
hitflag = maf
animtype = medium
damage = 10
pausetime = 9
sparkno = -1

������˵��statedef��60tickʱ��160tick�л����1tick�ĺ�ɫ����Ч������hitdef
�е�trigger1~4�����‫�ں‬ɫ�������ʱ���‫��ڴ‬жԷ��ģ������9tickʧȥ��ɫ�����
���
;*******************
persistent��������û��ô�ù����ʹ�÷��� � ����̳����С����족���Ľ̷̳���

persistent ;�A�oֵ�� 1

���� statedef �r,�_� ‫״‬Ηl���ᅢᅢ���ŕ�����,���O 0 ��������һ����Ͳ����

‫�����ڈ‬,��Ǐ��»‫���ص‬B��̖ statedef ,���O�� 2


,Ҳ�����f�l���m��ɴ���,�ŕ����Ѕ���...

������Dz����ʹ���ˣ�
;===================a==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;afterimage �ø�statedef���ֲ�ӰЧ��������£�

[state afterimage]
type = afterimage
trigger1 = time = 0 ���ֵ���
time = 30 ��Ӱ��ʱ��
length = 150 ��Ӱ�ij��ȣ���ʾ��Ӱ����
palcolor = 0,0,0
��Ӱ����ɫ�����·���invertall��paladd��palmul��palbright��trans�ȳ�һ���
�������Ҫ����4�趨���в�Ӱ����ɫ�� ��趨����ɫ���������� �����ɫ���
ı������Ӱ����ɫ
timegap = 1 ���涯���Ӱ�� ������һ����10�� Ƭ������1��ÿ����

framegap = 1 �������timegap���÷�� � Ҳ�DZ�� 滭

����� ����������2����ô10�� Ƭ�Ķ���ֻ��1��3��5��7��9��5�ű��沢��ʾ


trans = add ��Ӱ �����ͣ
� ����а�(� noneΪ��addΪ��ɫ��Ӳ�
��add1 ��ɫ���50% ��sup ��ɫ����
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;afterimagetime �趨 afterimage����Ч��ʱ� �������£�

[state afterimagetime]
type = afterimagetime
trigger1 = 1 ��
time = 500 ��Ӱ��ʧǰ��ʾ500tick
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;allpalfx �趨 ȫ������ı����ɫ������� �����������ȫ����� һ��ɫ

������
ܲ ˼���Ҳ�֪��add��mul��ô�ã�ֻ�н�һ�± �ķ���2�������÷�����ժ� ����족

���Ľ̳�......^^'

�����mizukaһ����ȫ������ʱ������
[state allpalfx]
type = allpalfx
trigger1 = time > 0 ��
sinadd = -256,-256,-256,80 ȫ����ɺ�ɫ�����time���趨��仯

����������15������15tick�‫� �����ڣ‬ϱ��
time = 15 ����Ч���ʱ��
invertall = 0 �Ƿ��‫ع‬⣬����˵���Ƿ���ɫ��ӣ�1 ��

���е�add��mul��ʹ�õ�ʱ��һ� ɫ�����仯����ʱ����add��� ʹ��mul�������������ɫ�

仯��ʱ��

�����Ǿ����̳���������
time = duration (int)
�O���@ʾ��Õr�g,�O -1 �]������

add = add_r, add_g, add_b (int)


�f��ɫ: �t,�g,�{ (���Ǹ��w��һ�ӱ��^�u� ��ɫ)
mul = mul_r, mul_g, mul_b (int)
�ɫֵ����: �t,�g,�{ (���Ǹ��w��һ�ӱ��^���� ��ɫ)

���o��player�tɫɫ�p���֞����Ԓ,�t�µļtɫɫ�p���\�㷽 ʽ�� (pal_r +


add_r)*mul_r/256.
pal_r �����player�� ���tɫɫ�p����
�A�oֵ add = 0,0,0,(�]�и�‫)׃‬, mul = 256,256,256 (�]�и�‫)׃‬

sinadd = ampl_r, ampl_g, ampl_b, period (int)


ܵ ��,ǰ��һ�������ɫ,���Ă��t�����W�q���‫�ٶ‬
�@�ǿ��� ɫ�p���W�q����ָ

�\�㷽 ʽ (pal_r + add_r + ampl_r*sin(2*pi*t/period))*mul_r/256.

invertall = bvalue (bool)


�O 1 �t�����‫�ع‬Ч��

�O 0 �t��ȡ���‫�ع‬, �A�oֵ�� 0

color = value (int)


�O��ɫ�p����ʹ�õ�ɫ�ʔ�Ŀ�Ę���...
�����O�� 0 ,�t�d�����ǻ�ɫ,����� 255 ,�t���]�и�‫׃‬

����Ӱ� invertall, add and mul, �A�oֵ�� 256.


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;angelϵ�о��岻̫���ã�������Ҳʮ�����‫������ޣ‬chen����̸��ҵġ��������

‫ڸ‬ı�һ��statedef�ĽǶ�

ܻ �����һ��5035,0��һ����ͣ��‫ת‬ȦȦ��ֱ����‫�ء‬
����˵һ����֣

[statedef 95473]
type = u
movetype= h
physics = u

[state anim]
type = changeanim
trigger1 = time = 0
value = 5035

[state 39029, 2]
type = angleset �趨�ýǶȵij�ʼֵ
trigger1 = time = 0
value = 0

[state 39029, 3]
type = angleadd �Ƕ�����angeldraw��ʼ�仯
trigger1 = time >= 0
value = 30 �Ƕȱ 仯ֵ
[state 39029, 4]
type = anglemul �Ƕ�����angeldraw��ʼ�˱�
trigger1 = 1
value = 2 �Ƕȳ˱�ֵ

[state 39029, 5]
type = angledraw �� Ƭ�����angelset�趨�ĽǶ���‫ת‬

trigger1 = pos y >= 0 ��‫�ת‬Ƕȵ���

[state vel]
type = veladd
trigger1 = 1
y = .2

[state selfstate]
type = selfstate
trigger1 = pos y = 0
value = 5100
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;appendtoclipboard ������debug��������֮ǰ��� IJ��������......(>.<)'
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;assertspecial ������ʾ��ֻ������������statedef�п������ö��assertspecial
����˵һ������÷���

[state assertspecial]
type = assertspecial
trigger1 = 1
flag = nobg ����ʾ��������Ļ����� �
� ���� ����ȫ�����
flag2 = nostandguard ȡ�� b����
flag3 = unguardable ����hitdef��guardflag��� ������
� κ�hitdef��

�����

����������������ʾ�����
intro���ƺ��ǿ���������‫�ר‬õ���� ��� �������
unguardable������hitdef�е�guardflag
nowalk��һ�����̬‫�ڷ���״‬У���˼��˵�̬‫� ����� ������ �״‬statedef��player
nomusic����������ͣ��
timerfreeze������������time overֹͣʱ�������
noshadow������ʾ��Ӱ
nokoslow��koʱ��pause̬‫����״‬
globalnoshdow������ʾ���л����Ӱ�ӣ���helper��explod��
invisible���л�����������̬‫״‬
nostandguard�� b����ȡ��
nocrouchguard��� ���ȡ��
noairguard�����з���ȡ��
nokosnd����ֹ��koʱ������‫ط‬ţ�һ�� 11,0
noautoturn��ȡ��jupple
nobg���‫ر‬ձ���

nofg���‫�ر‬ǰ��
nobardisplay������ʾ ���� �� ��
roundnotover������ʤ�����ƣ����¸�round��triggerָ��ʱ���‫�����ڲ‬
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;attackdist ���‫ڸ‬ı��statedef��hitdef��guard.dist��������룩�IJ�����hitdef��
����˵��guard.dist����˵��attackdist�÷���

[state attackdist]
type = attackdist
trigger1 = time = 5
value = 40 ��p2dist <= 40ʱ��hitdef�ᵼ�¶Է�����
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;attackmulset �˺���ӣ�ֻ����hitdef��Projectile������ʹ�ã�

[state attackmulset]
type = attackmulset
trigger1 = hitcount >= 15 ��l����ֵ���15����‫ڻ‬ʱ
value = .1
�˺�����0.1�����hitdef��Projectile��damage��

;===================b==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;bgpalfx �ǽ�������ɫ���‫����ݡ‬족�����˵��������� ��Ҳ�ɱ 仯���仯

�IJ����÷������allpalfx
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;bindtoparent
����statedef��helper�����к���bindtoparent��������ô��statedef����
�parent��λ�ã�����˵��

[state bind]
type = bindtoparent
trigger1 = time >= 40 && time <= 100 ����
time = 1 ��40tick��100tick�‫���ڼ‬ÿ��tick� �ʱ��
facing = -1 ����-
1��helper������parent��λ�ã�0 ��
pos = 60, -30 � �parent��x = 60,y = -30
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;bindtoroot ò�ƺ�bindtoparent� ���÷���Ҳ������helper�еģ��
���helper���ֵ�λ�ã�

[state bind]
type = bindtoroot
trigger1 = time >= 40 && time <= 100 ����
time = 1 ��40tick��100tick�‫���ڼ‬ÿ��tick� �ʱ��

facing = -1 ����-1��helper��������ֵ�λ�ã�0 ��
pos = 60, -30 � �����λ�õ�x = 60,y = -30
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;bindtotarget �
�target(hitdef�����õ���
ܻ )������ij��statedef��������hitdef�����˶Է��
����ҶԷ�������p1���õ�target��bindtotarget��������helper�
�targetλ�õIJ���

[state bind]
type = bindtoroot
trigger1 = time >= 40 && time <= 100 ����
time = 1 ��40tick��100tick�‫���ڼ‬ÿ��tick� �ʱ��
id = 5 ��Ӧhitdef�����õ�target��id��
pos = 60, -30 � �targetλ�õ�x = 60,y = -30

;===================c==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;changeanim �ı�air�е�ij��action����������������
‫�ڸ‬statedefû����anim��������£�

[statedef 200]
type = s
movetype = a
poweradd = 0
ctrl = 0

[state changeanim]
type = changeanim
trigger1 = time = 0 ��
value = 200 � �air���е�action 200
elem = 2 �����action 200����ʼ �‫غ‬ţ��Ҳ�֪����ô��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;changeanim2 Ҳ�Ǹı�action(����)�IJ�������p1����(p2��)� ���
ܻ õġ��磺

[statedef 1000]
type = s
movetype = a
ctrl = 0
anim = 1000

[state hitdef]
type = hitdef
trigger1 = time = 0
attr = s,na
hitflag = mafp
animtype = hard
damage = 21
pausetime = 0
sparkno = 1001
p2stateno = 10000 ����p2������p1��statedef 10000����

;-----------------
[statedef 10000]
;��û��ָ�������ĸ�anim����Ϊ���Ƕ�ȡp2��air������Ҫ��changeanim2
type = u
movetype = h
ctrl = 0

[state changeanim2]
type = changeanim2
trigger1 = time = 0 ��
value = 5030 � �air���е�action 5030
elem = 2 �����action 5030����ʼ �‫غ‬ţ��Ҳ�֪����ô��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;changestate �任�����statedef��һ������һ��statedef����

[statedef 200]
type = a
movetype = a
ctrl = 0
anim = 200

[state changestate]
type = changestate
trigger1 = animtime = 0 �� ����tick������
value = 201 ����statedef 201
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;clearclipboard
�� ���(appendtoclipboard��Displaytoclipboard)�IJ���ͬ��֪����ô�ã�debugģʽ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;ctrlset ����һ��ɿ��Ƶ�statedef�еĿ�� ���ʱ�

���籾 statedefһ��100tick
[state ctrl]
type = ctrlset
trigger1 = time > 80 �� ����80tick
value = 1 1 ��� ����ˣ�0 ���ɿ���
;===================d==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;destroyself
����һ��helper�Ƴ�IJ���ÿ��helper��������ɺ�Ҫ�Ƴ�Ҫ��Ȼ�� �

����helper��� �‫���ٳ‬helper

[state destroyself]
type = destroyself
trigger1 = time >= 80 ��helper���ֺ���80���‫ڵ‬tick���Ƴ���
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;displaytoclipboard ���Ǽ���IJ���ֻ�ðѡ����족���Ľ̷̳��� ��4��

this controller is only useful for debugging. displaytoclipboard clears the player
clipboard and prints a specified message to it. display of the player clipboards
is enabled in debug mode (press ctrl+d).
�����������‫������ڵ‬á�displaytoclipboard����� � ���岢��ӡָ����Ϣ������Ϸ�

�������ʾ�‫���ڵ‬ģʽ����� ��ctrl+d����
required parameters: ��ѡ����
text = "format_string" format_string must be encased in double-quotes. it is a
printf format string, so if you know about printf, you can skip this description.
the format string contains any text you wish to display. you can also use \n to
generate a line break, and \t to generate a tab character. to display the value of
an arithmetic expression, you can put a %d (for ints) or a %f (for floats) in the
format string, then specify the expression in the params list. to display a %
character, you must put %% in the format string.
format_string������˫��� ‫������ס‬һ��printf��ʽ������������ ֪
��printf���� ��������������ø�ʽ��������Ҫ��ʾ���ı���

��Ҳ������\n����һ���У���\t����һ��tab�ַ� ��ʾһ�������

��ʽ������Է�һ��%d�����������%f�����‫���ڸ‬С���‫�ڸ‬ʽ���У�

Ȼ��ָ���ñ��ʽ��params�б��С�Ϊ��ʾһ��%�ַ�������%%�‫ �ڸ‬ʽ���С�
optional parameters: ��ѡ����
params = exp_1, exp_2, exp_3, exp_4, exp_5 up to 5 numeric arguments can be
specified in the format string. these should be listed under the params item, in
order. the type of each parameter must match its format specifier. you cannot
specify more or less parameters than are called for in the format string.
���5����ֵ������Ա�ָ���‫�ڸ‬ʽ���С���Щ������Ӧ����������params ��֮�¡�ÿ���������

���ƥ����ĸ�ʽָ��� �� ��ָ�����‫�ڻ� ���ڸ‬ʽ����Ҫ��IJ����� ����


example: ʾ��
type = displaytoclipboard text="the value of var(17) is %d, which is %f%% of
23.\n\t--kiwi." params = var(17):=1,var(17)/.230 displays the following to the
player's clipboard:
����ʾ���£����‫ � �����ݣ‬ļ���塣
the value of var(17) is 1, which is 4.347826% of 23. --kiwi.

;===================e==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;envcolor �������ǽ��������ͬ�����ɫ

[state envcolor]
type = envcolor
trigger1 = time = 25
trigger2 = time = 36
trigger3 = time = 61
trigger4 = time = 73
�� ��statedef�е�25tick��36tick��61tick��73tickʱ����
value = 0,0,0 �� ������ɫ
time = 2 ��ɫ�������tick
under = 0 �������Ǹ������
���� ��Ȼ��Dz����ǣ�0 �����ǣ�1��֮
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;envshake ����� IJ���

[state envshake]
type = envshake
trigger1 = time = 25
trigger2 = time = 36
trigger3 = time = 61
trigger4 = time = 73
�� ��statedef�е�25tick��36tick��61tick��73tickʱ����
freq = 60 ����� �ǿ�ȣ����180����С0
ampl = 5 � ķ�ȣ���Ļ���µľ��룬 ps:�� ��Ҫ����С��-
10�����10......
phase = 90 ò����� �Ƶ�ʣ�������
time = 20 � ���ʱ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;explod ����һ��Ч��

[state explod]
type = explod
trigger1 = time = 25
trigger2 = time = 36
trigger3 = time = 61
trigger4 = time = 73 �� ��statedef�е�25tick��36tick��61tick��73tickʱ����
anim = xx��fxx ��ȡ� ���air����(fightfx)��air��action��xx�����
fxx���
postype = p1 �����˭������ p1��p2�Ͳ���˵�˰ɡ�
;front��p1�������Ļ�� and��Ļ���ˣ���Ȼ���pos��xֵ ��
Զ����Ļ���ģ���Ϊ������ô���dz������ķ���
;back����x���� and��Ļ���ˣ���xֵ��xֵ��front��� ��
;left�����pos������Ļ����� ǣ���x ����Ļ�ҷ�
;right�����pos������Ļ��� ǣ���x ����Ļ��
facing = -1 ��Ч���Ƿ�� ����-1 ����action��1 ����
pos = 20,-50 ���postype����˭�������ȡ����˭�����λ��
bindtime = 1 � �ʱ�

��Ҫ����0����������Ļ��� Ͻdz��ָ�Ч��-
һ����ȱʡ�ģ�Ĭ��1���� �
1 �>ð�λ��
vel = 3,-2.5 ��Ч����ƶ��‫ٶ‬ȣ�һ��Ч����������

accel = 3,-2 vel������‫�ٶ‬

removetime = 60 ֵ ������ô�������õ�tick����Ƴ����explod��-
1 �>� ����ʾ
supermove = 1 ����Ҳ�̫���ʲô��˼�������족���ķ�����˵������supermove =

1ʹ�ñ� ����һ�����
�� ͣ super pause������� ��removetime��ֵ���

supermovetime = 9999 �������superpause���ø�Ч���Ƿ��ƶ��IJ���
pausemovetime = 9999 �������pause���ø�Ч���Ƿ��ƶ��IJ���
scale = 1,1 ��Ч������ ��>1��Ȼ�DZ���ˣ�<1���DZ�С
ontop = 1 �������1����explod� ��‫������ڱ‬ϲ ����ʲô�

‫������أ‬statedef������envcolor����under =
1����ô���envcolor� Ḳ��һ���ˡ�����explod������ontop� ���envcolor�
��ϲ�
shadow = 0,0,0 ��Ч��ĵ�Ӱ
ownpal = 1 �������Ƿ��ȡ� Ÿ�explod�ĵ�ɫ�壬��p1�

Ÿ�explod������p1����̬‫���״‬z 졢�ƹ⣬����������explodp1
ͬ �z 졢�ƹ⣬��ô�������Ҫ����0
removeongethit = 1 ����1����˵���explod�����˱����о��Ƴ�
random = [0,999] ���Ӱ��explod���ֵ�λ��(pos����)��λ�ý��������

sprpriority = 1 ���������ֵ����ֵԽ���Խ� ������


under = 1 �����
�explod���Ǹ�statedef������ֵҲ��1�������������explod���� ‫�ס‬
�explod���Ǹ�statedef������
�������1��0������explod���Ǹ�statedef�‫�ײ‬

id = 9988 ��explod�ı�� 9988����target���‫ ص‬ģ�������modifyexplod(�

�explod)��removeexplod(�Ƴ�explod)�����漴��˵��explodbindtime(��explodʱ��)
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;explodbindtime һ��������������Ǻ����
ܲ õģ����ǰ�һ��������id��explod��ʱ��

������������
[state bind]
type = explodbindtime
trigger1 = time = 0 ��
id = 9988 ��� 9988��explod��������-1������������
‫�ڵ‬explod������

value = 30 � �tick��-1һֱ��
;===================g==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;gamemakeanim ò���Ǽ�����ȡ��IJ����ˣ���������½��‫���ܣ‬explod��һ���

[state gamemakeanim]
type = gamemakeanim
trigger1 = animelem = 5 �� ��statedef��5����
value = 3000 ���ŵ�air��action��ţ�����ֻ��
ܶ ȡfightfx

under = 0 ����ֵС����������ֵ
pos = 20,-10 � ����Ч���statedef�ж�Ӧ�����
random = [0,999] ���Ӱ��Ч����ֵ�λ��(pos����)��λ�ý��������
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;gravity ܻ ���м���ʱ
������� һ��������ֻ

�������Ҿ�����veladd���棬���Բ���̫��‫�������ף‬misamu���ķ���

accelerates the player downwards, using the value of the player's "yaccel"
constant.
���� � ġ�yaccel���� ֵʹ��Ϸ� ������¡�
required parameters: none
��ѡ���� ��
optional parameters: none
��ѡ���� ��
example: ʾ��
; applies constant acceleration throughout state ; Ӧ�ó� ���‫ٶ‬ȹᴩ̬‫״‬
trigger1 = 1 type = gravity

;===================h==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;hitdef � � Ĺ õ������ Բ����˰ɣ��ҽ�����Ұ�ô��Ľ̳�����ϸ����һ��

[state hit]
type = hitdef
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 8, =3
trigger4 = animelem = 11, >4
trigger5 = animelem = 14, <2
trigger6 = animelem = 19
����������ֱ� ��statedef��3��5��19����� �8����ĵ�3tick��11����
�4tick�� �14������2tick�����
attr = c,st ����ǹ�����������
�����ǰ���ǹ���ķ�ʽ�����������
���ʽ��Ϊs(վb)��a(����)��c(����);���Է�Ϊ}� (}����ĸ��)��ǰһ����n(�
�ͨ)��s(����)��h(� �);��һ����ĸ��Ϊa(����)��p(���е>�)��t(
��)����д����c,st����˼���Ƕ��µ����� ��
hitflag = maf ����ǹ���� ��ķ�ʽ�������еļ��������
ܴ

‫��ڵ‬ϵĵ��ˡ���Ϊh(�϶�)��l(�¶�)��a(����)��m(��H��l���� b)��f(

‫������ڵ‬ǰ��� �)��d(����)
guardflag = a
�Է��������hitdef�ķ�ʽ����h(�϶Σ�������2b��2d�

�����)��L(�¶ �����8a��8b��8c��8d�

�����)��A(����)��m(����}� �����
ܷ )�������������ӷ���ʽ����� �����

affectteam = e �жϿ��Ի��е�Ŀ�
b(����˫��)��e(�з�)��f(�ҷ�)������˵һ�£�������hitdef��p1�
ų��helper�����ҿ��Ի����ҷ�����ô���helper� �
ܴ p1� �
animtype = hard �Է����������
ܹ action(action 5000~action

5999)����ô���ƺ�̫ȷ�У�light��medium��hard��back��up��diagup�ֱ� � �С��‫��ء‬

赹����ֱ����б� ��� ���

air.animtype = up ͬ animtype һ��ֻ�����ǶԷ�����ʱ����


ܻ

fall.animtype = up ͬ
air.animtype���Է��������
ܻ ‫���ڿ‬ʱ����
priority = 7,miss
���������ֵ������iori��akyo
ͬ ��b}����ͬʱ���ֹ����ж���iori��priority����k

yo����ôiori��kyo�����滹�и�miss�����£�hit vs. hit: ˫��������;Hit vs.


miss: ��hit�ı���,��miss��û����;hit vs. dodge: ��������;Dodge vs.
dodge: ��������;Dodge vs. miss: ��������;Miss vs. miss: ��������
damage = 50,10 �˺�ֵ��ǰ�������˺������������˺�

pausetime = 8,12 ���������


ܻ ͣ�٣�ǰ�����

��жԷ�����
ͣ tick�������������
ܻ ܵ ˹����ͣ��tick��

guard.pausetime = 8,12 ͬ pausetime �������˵���


ܻ ����������ʱ˫��ͣ�‫�ٵ‬tick��
sparkno = s2500 ���Է��Ļ
�4�������air��fightfx.air������ȡ�����airǰ��Ҫ��s�����ȡ����air�
�action 2500����д sparkno = s2500�����ȡfightfx.air��action 3010����д
sparkno = 3010
guard.sparkno = s2500 ͬ sparkno������ǶԷ�����ʱ�����г��
sparkxy = -10,60 ���˵���ǻ ��ֵ�λ�ã�һ���Ҷ�����10,-

70��ΪĬ�ϵġ���Ұ�ô��Ľ̳���˵��ǰ������ֶ��ֵ�λ���й ‫�����֣�������������أ‬Զ���� ֡����

����ֺ�� �λ���й ‫�����أ‬ƫ�ϣ�����ƫ�¡���������Airview ����Ĺ�� �λy�� ��


hitsound = s25,1
���жԷ�ʱ����Ч������snd�ļ���common.snd�еģ���ȡ����Ҫ��ǰ��s
guardsound = s25,2 ͬ
hitsound������ǶԷ�����������ܵĹ���ʱ�������Ч

ground.type = high �Է�վb������


ܻ ͣ�high�� �����low�в���
ܻ trip�赹

(2d)��none��̬‫����״‬Ұ�ô�����ϸ�Ľ�˵���������animtype �ǡ�back"��ô"high"

�� "low" �Զ���û��Ӱ��.����� ֱ���� �, "high" �� "low" � ụ��. ���

‫϶����ڱ‬ι�����ֲ����� ���ǵ� ��

air.type = high ͬ
ground.type���ǶԷ�����������
ܻ

ground.slidetime = 12 �Է������к��‫�����ڵ‬

�Ħ�u�tick������pausetime����
ܻ tickӰ��

guard.slidetime = 12 ͬ
ground.slidetime ���ǵ������ʱ������
ܹ

�Ħ�u�tick������guard.pausetime����
ܻ tickӰ��

ground.hittime = 61 �Է��‫��ڵ‬汻

���к�p1����1hit������������ֺ�(��61����ô����61tickʱ���‫��ڴ‬жԷ��ͻ�

2hit)���‫���ײ‬l��
guard.hittime = 61 ͬ
ground.hittime���Է����������������
ܹ p1����l��̬‫��״‬ʣ��ʱ��
air.hittime = 60 ��ground.hittime��ͬ������Է����
‫��ڿ‬б�����ʱp1����l��̬‫״‬ʣ��ʱ� ����������hitdef��������fall =
1�����������Ч2
guard.dist = 20 �Է���p1��pos = 20�ľ����
‫����ڣ‬hitdef������Է�����

yaccel = .2 ���жԷ�� Է���ֱ���ϵ��‫ٶ‬ȷ��

�Ҫ����̫��ร�Ҫ��Ȼ�����4��^^'

ground.velocity = -3,-2 �Է������ܻ� ����

‫ٶ‬ȣ����ǰ����������Ϊ����Է�����ǰ������������������С��0����

��з���˫���‫���ڵ‬p1����p2ʱ��Ҫ���ô���0����‫� ص‬

guard.velocity = -3,0 ͬ
ground.velocity �����öԷ��������ü��ܹ��� ����‫�ٶ‬

air.velocity = -5.5,-5.5 ͬ
air.velocity�����öԷ����б�����ʱ�����‫�ٶ‬

airguard.velocity = -5.5,-5.5 ͬground.velocity�����öԷ����з���ü��ܹ��� ��‫�ٶ‬

ground.cornerpush.veloff = -5 �Է�������‫����� �������ٵ‬жԷ�� �������

����‫ٶ‬ȣ��� �������
ܹ Ѿ�������� �������

air.cornerpush.veloff = -5,-5 ͬ
ground.cornerpush.veloff������� ���ʱ���б����

��������
ܻ ����
ܻ ��� ������¹������� ����‫�ٶ‬
down.cornerpush.veloff = -5 ͬ
ground.cornerpush.veloff�������
������ʱ���б���� �������� ܻ ����
ܻ ��� ������¹������� ����‫�ٶ‬
ͬ
guard.cornerpush.veloff = -5 ground.cornerpush.veloff�������
������������ ��������
ܻ �������
ܻ ‫������ ���ڷ‬¹������� ����‫�ٶ‬

ͬ
airguard.cornerpush.veloff = -5air.cornerpush.veloff �������

���������� ��������
ܻ �������
ܻ ‫������ ���ڷ‬¹������� ����‫�ٶ‬

guard.ctrltime = 20 ���
ܻ ���� ��������ָ���� ��Ƶ�tick��

airguard.ctrltime = 20 �����
ܻ ‫��ڿ‬з��������ָ���� ��Ƶ�tick��
air.juggle = 6 ������
ͬ
ʹ�IJ�����Ȼ��jupple�������һ���Ū��̫�����λ����Ȥ�Ŀ�����һ��chen��
��
mindist��maxdist ���û�Ӵ���}���������Ұ�ô��Ľ̳̣�
� ı�� ֵ�λ��.
��2��������‫��ڿ‬ƹ����Ժ�˫���ƶ�����Զ����. ��2������á�Ĭ�ϲ��

snap = 30,0 һ������ ���У�������������


ܻ ܵ ʱ� ������

�ָ��λ��
p1sprpriority = 4
��������(�Է��������жԷ�)ʱ��p1����ָ�� �������ֵ

p2sprpriority = 3 ���
ܻ ����л�����˶Է��Ĺ������ָ�� �������ֵ

p1facing = -1 ����-1� ����‫��ڻ‬ж���ʱ ‫�� ���ת‬


� ̫���������ĺ���
p1getp2facing = 1 ����1�������‫�����ڹ‬ʱ�����������ķ���-

1� Զ�������ķ���0���ı � �p1facing��������

p2facing = 1 ͬ p1facing�������
ܹ �����ʱ��� �������ķ���-1�
Թ���������ķ���
p1stateno = 1001 ��changestate� � ��˼Ϊ���hitdef���жԷ��

���b��‫����ָ ת‬statedef

p2stateno = 1002 ���hitdef���жԷ�������


ܻ b��‫����ָ ת‬statedef(���
ܻ )
p2getp1state = 0
������Ұ�ô��ķ���ɣ�����Ҳ����ã���Ϊ0�����ֹ���ֽ��빥���

�state��animation���‫���ݡ‬p2stateno����ʱĬ����1����������ò�����Ч��

forcestand = 1 ����1�Է���̬��
ܻ ʱǿ��‫ ��ת‬b 0��̬‫��� ״‬仯

fall = 1 ����Ϊ1�Է����պ����ǰ������
ܿ

air.fall = 1 ����Ϊ1�Է����б����и��պ����ǰ������
ܿ

fall.xvelocity = -5 ��fall = 1ʱ���Է���‫���غ‬ʱ�ĺ����‫�ٶ‬

fall.yvelocity = -3 ��fall = 1ʱ���Է���‫���غ‬ʱ�������‫�ٶ‬

fall.recover = 0 ����0�Է�����fall = 1ʱ� ���� ����


� 1�����

fall.recovertime = 10 ���öԷ�����fall = 1̬‫�� �״‬趨

��ʱ���ſ�� ��ƣ�����pausetimeӰ��

fall.damage = 25 �Է����պ��������� ܵ ˺�
down.velocity = -5��-3 ò�ƺ�fall.xvelocity��fall.yvelocityһ�� ��
down.hittime = 10 �Է����‫��� غ‬tick��

down.bounce = 1 �Է����‫���ٵ‬1�����‫���غ‬һ��
hitonce = 1
�������1v2��2v2ģʽ�ķ��е>��У�����1Ϊֻ��һ��Ŀ����Ч

kill = 1 ����0 �ü����˺�ֵ���‫ڶ‬Է�����ֵ����ô�Է����


����ko������ 1���
guard.kill = 1 ͬ kill ����ָ�Է������ʱ��

fall.kill = 1 ͬ kill��ָ�Է�fall̬‫״‬ʱ��

numhits = 23 ��ι����hits��ֵ�����
getpower = 5,0
ǰ�����ֱ���ι����p1���л���� ������
� ı���������ι���
Է� p1����
givepower = 1,1
ǰ�����ֱ����
ܻ ����к����� ���������ֱ����
ܻ �������������

hitdefʣ��һЩpalϵ�л�envϵ�е��Ҿ �����Ұ�
� ô�ķ���˵��һ���ˣ�

palfx.time = palfx_time (int)


palfx.mul = r1, g1, b1 (int)

palfx.add = r2, g2, b2 (int)

��Щ��������‫�������ڹ‬ʱ��ͨ����ɫ��Ӱ����ֵ����.

palfx_time �Ƕ�����ɫ��ı��ʱ����λgame-ticks��Ĭ����0 ����Ӱ��).

����2�����ͬ��Palfx controller�е��÷�.

����Щ�������Ժ��Ч���������
ܺ й ‫ذ‬ɣ�

envshake.time = envshake_time (int)

envshake.freq = envshake_freq (float)

envshake.ampl = envshake_ampl (int)

envshake.phase = envshake_phase (float)

����Щ��������‫������ڹ‬е�ʱ����������Ļ� �Ч��

envshake_time ����ʱ� ��λgame-ticks.

����2�����ͬ��Envshake controller�е��÷�.

fall.envshake.time = envshake_time (int)

fall.envshake.freq = envshake_freq (float)

fall.envshake.ampl = envshake_ampl (int)

fall.envshake.phase = envshake_phase (float)

������Щenvshake.* ����, ������� ���‫��ڶ‬ʱ�������Ļ��.

id = 55 ��target�ı�ţ�������
‫���ڳ‬l���Ĺ�������Ұ�ô��ķ���������ģ�

id = id_number (int)

��Ҫ����l����‫׵‬Ĺ�����. �Ժ����ʹ�����NUM��������Ƿ��

‫�ض‬id��hitdef����

������ּ�targetid. �������� targetbind controllers,

���� target(id) � ���‫��ʹ�����ض‬.

��Чֵ������>=1������.
Ĭ�� 0 (��id). ��Ҫ��targetid��Playerid����.
chainid = id_number (int)

��Ҫ����l����‫׵‬Ĺ�����.

ֻ�ж������һ���DZ��‫�ض‬chainid������������‫ڵ‬Ĺ���Ż���Ч��

�����‫�ڵ‬һ��������趨 targetid Ȼ�����Ĺ�������ʹ��������

‫ʹ⼴�ע‬û��id ��chainidl��Ҳ����l�ϡ�
Ĭ��Ϊ -1 (��� ������
κι� l� ).

nochainid = nochain_1, nochain_2 (int)

nochainid �趨 2 ����֮
ܴ l���chainid��

����� -1 (Ĭ��ֵ),��ô����ȷָ�����ĸ�ID��Hitl�����Ч��

nochain_2 ����ʡ��. ����-1, ֵ���‫�غ‬chainid��Ӧ.

�����ֱ���ǰ�����ǰһ���֮�����һ���ֻ���������û��Ӱ�졣

attack.width = z1, z2 (int)

ps��hitdef�ö� ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;helper ��ϵ ��Ҳ��mugenϵ �е �һ����Ҫ����

[state helper]
type = helper
trigger1 = time = 25 ������ ��� ��ֵ�ʱ��

helpertype = normal normal����� ��� �� �����Ļ����


�������ƶ���������helper�� �����ƶ�
id = 22 �� ��� ı�ţ�һ�����

‫��ڷ‬е>���helper��ʱ����cmd�е�����
postype = left ;back
������explod��postype� ��Ҳ���
˵�ˣ���˼��
ϸ� helper���˭�������λ��
pos = 20,-10 ���postype���ó��ֵ����
facing = 1 ����1Ϊhelper�����ҷ���Ҳ����� �helper�ǰ�� ;-
1��֮
stateno = 2200 ����helper��ȡ��statedef����stateno =
2200����ô��Ҫ��statedef 2200�������helper������
keyctrl = 1
����1�������player������Ƹ�helper������0������
ܲ һ������ 0

ownpal = 1 ����1��ͬ� ����playerʹ��player�ĵ�ɫ�壬

�����explod��ownpal
supermovetime = 8888 helper��superpauseʱ�ƶ���tick��
pausemovetime = 9999 helper��pauseʱ�ƶ���tick��
name = "marisa" helper�����֣�����û��ʲô��

ps:�����̳����л���"zhangyonghe"����helper� ��̳̣�����Ȥ�Ĵ���ǿ�� ���


http://www.mugenchina.org/phpwind/read.php?tid=14879
http://www.mugenchina.org/phpwind/read.php?tid=14584&fpage=2
http://www.mugenchina.org/phpwind/read.php?tid=14453&fpage=2
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;hitadd ���l����ֵ������������hitdef�Ҵ����‫� ������ڹ‬statedef��

[state hits]
type = hitadd
trigger1 = time = 3
trigger2 = time = 7
trigger3 = time = 12
trigger4 = time = 19
trigger5 = time = 28
trigger6 = time = 35
trigger7 = time = 39
trigger8 = time = 42
���� �statedef�ĵ�3��7��12��19��28��35��39��42tickʱ
value = 3
��statedef�ĵ�3��7��12��19��28��35��39��42tick�ᶼ����3hits
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;hitby ���ij�ַ�ʽ����

[state hitby]
type = hitby
trigger1 = 1 �� �����statedef������Ч
value = sca,at � �Է�hitdef� arrt =
s,nt��s,st��s,ht��c,nt��c,st��c,ht��a,nt��a,st��s,ht����
ignorehitpause = 1
time = 10 ����������10tick����Чֵ������trigger1 =
1��������statedef������������10tick����Чʱ��

[state hitby]
type = hitby
trigger1 = time = 30 �� �����statedef��30tick
value = ,at,ap,ha,sa � ����е�
Է� �������еķ��е
� >�� ��
����� �����
time = 50 ����������50tick����Чֵ

ps����2��������valueʡ����sca����ô�1�‫��ڵ‬ǰҪ�Ӹ��

����˵��aa,at,ap�ֱ������й������� �������з��е> ���


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;hitfalldamage ���Է����к��� �����˺�

[state falldamage]
type = hitfalldamage
trigger1 = pos y = 0 ��������뵽����ʱ

value = -20 ����20����ֵ


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;hitfallset �����к�����ʱ������ hitfallvel �����к����µ��‫�ٶ‬

��}�����û��ô�Ӵ����������ժ��misamu���ķ��룺

when the player has been hit, sets the player's fall variables.
���� ���Ѿ
�������ʱ�������� � ������ ��
required parameters: none
��ѡ���� ��
optional parameters: ��ѡ����
value = fallset_flag (int) if fallset_flag is -1, then this controller does not
change whether the player will fall or not. a 0 fallset_flag means that the
player should not fall, and a 1 means that he should. defaults to -1.
���fallset_flag -1����ÿ�����ı��� ���Ƿ���� fallset_flag 0��ʾ�� �

1�£������ ��ʾ��Ҫ���¡�ȱʡ -1��


xvel = x_velocity (float) yvel = y_velocity (float) if specified, sets the
player's fall.xvel and fall.yvel parameters, respectively. see hitdef for a
description of these parameters.
���ָ�������ֱ������� � �fall.xvel��fall.yvel���� hitdef�� ��ù��

‫ڸ‬ò���ĸ������
example: none
ʾ�� ��

if the player has been hit and is in a falling state, sets the player's velocities
to the fall velocities (fall.xvel and fall.yvel) specified in the hitdef.
����� ��� Ѿ
��������Ҵ������� ̬‫���������� ��״‬hitdefָ������ ���‫ٶ‬ȣ�
fall.xvel��fall.yvel��
required parameters: none
��ѡ���� ��
optional parameters: none
��ѡ���� ��
example: none
ʾ�� ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;hitoverride ���ǶԷ���hitdef��
‫����� ��ת‬statedef�����8��(�������е>�);���

����statedef�Ľ���(������Reversaldef)

[statedef 1003]
type = s
movetype = a
ctrl = 0
anim = 9898

[state hitoverride] ;������reversaldef


type = hitoverride
trigger1 = time > 10 && time <= 85 �����statedef��10tick��85tick֮���

‫�ڵ‬ʱ��
attr = sca,aa,at,ap �������
ܵ κι���

stateno = 1003 ‫����ת‬statedef 1003

;--------
[statedef 1103]
type = s
movetype = a
ctrl = 0
anim = 1103

[state hitoverride] ;�������е>�


type = hitoverride
trigger1 = time > 10 && time <= 85 �����statedef��10tick��85tick֮���

‫�ڵ‬ʱ��

attr = sca,ap �������


ܵ κη��е>����Թ���

stateno = 1104 ‫����ת‬statedef 1104 (�����ķ��е>

�statedef)

slot = 1 ժ��misamu���ķ���:ָ

�����ø�hit���ǵIJ� ۣ slot���ţ�0��7��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;hitvelset �����к���‫�����ٶ‬

ժ��misamu���ķ���:
when the player has been hit, sets the desired components of the player's velocity
to the appropriate gethit velocities.
���� ��� Ѿ�
�������ʱ����� ø�� ����Ҫ��� ‫ٶ‬Ȳ���Ϊ�ʵ������ ܻ ‫ٶ‬ȡ�
required parameters: none
��ѡ���� ��
optional parameters: ��ѡ����
x = x_flag (int) y = y_flag (int) a nonzero flag means to change that component
of the player's velocity to the gethit velocity.
��0�ı�DZ�ʾ�ı���Ϸ��� ‫ٶ‬ȵĸóɷ�Ϊ���
ܻ ‫ٶ‬ȡ�
example: none
ʾ�� ��
notes: obsolete.
‫�ע‬⣺ �ѻķϡ�
;===================l==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;lifeadd ����ֵ�����

[state lifeadd]
type = lifeadd
trigger1 = time = 103 �����statedef����103tick
value = 3 ���3������ֵ������ ��

kill = 0 ����ʱ���õ�����������1 �۵������ֵ����

������ֵ������0 ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;lifeset ָ����statedef������ֵ

[state lifeset]
type = lifeset
trigger1 = time = 103 �����statedef����103tick
value = 1000 ��������ֵ���٣������1000����ֵ

;===================m==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;makedust ����ҳ�

ժ��misamu���ķ���:
creates dust effects.
����������
required parameters: none
��ѡ���� ��
optional parameters: pos = x_pos, y_pos (int) specifies the position that the
dust should be drawn at, relative to the player's axis. defaults to 0,0.
ָ������Ӧ��������λ�ã�������� � ����� ȱʡ 0,0��
pos2 = x_pos, y_pos (float) specifies the position to simultaneously draw a
second dust cloud at. if omitted, the second dust cloud is not drawn.
ָ��ͬʱ���Ƶĵ ‫�������ڶ‬Ӧ�û�����λ�á����ʡ� ��‫������ڶ‬ƽ� �������ơ�
spacing = value (int) determines the number of frames to wait between drawing
dust clouds. for instance, spacing = 3 (the default) will draw a new cloud of
dust every third frame. spacing should be 1 or greater.
������Ƽ�Ⱥ�Ļ��棨 frame���š����磬 spacing = 3��ȱʡ����ÿ�� ���滭
һ���µij����ơ�spacingӦΪ1����
example: none
ʾ�� ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;modifyexplod � �Ч�����Ƿ��ij��explod��id���

[state modifyexplod]
type = modifyexplod
trigger1 = 1 ��
id = 88 ��Ҫ� �explod�ı��

scale = -0.182 - (.1081*(time-20)), -0.182 - (.1081*(time-20)) � ĵ����

‫�����ֻ������ݣ‬
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;movehitreset ���к�λ

�Ҳ������������ʲô�‫���ط‬ժ��misamu���ķ���:

resets the movehit flag to 0. that is, after executing movehitreset, the triggers
movecontact, moveguarded, and movehit will all return 0.
��λmovehit��� 0������˵����ִ��movehitreset� �����movecontact��
moveguarded����Movehit��������0��
required parameters: none
��ѡ���� ��
optional parameters: none
��ѡ���� ��
example: none
ʾ�� ��

;===================n==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;nothitby ����ʲô��ʽ���У���hitby������ ��

[state nothit]
type = nothitby
trigger1 = 1 ��statedef��ʼ��������Ч
value = sca �����κη�ʽ����
ignorehitpause = 1
time = 10
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;null

>_< ���Dz����õIJ���ժ��misamu���ķ���:

does nothing. this is useful for temporarily disabling state controllers by simply
changing their type to null.
�����κ��¡����‫���ڽ‬ı�̬‫�������״‬type null����ȡ��̬‫������״‬
required parameters: none
��ѡ���� ��
optional parameters: none
��ѡ���� ��

;===================o==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;offset ����÷���hitdef��snap�Dz
��ģ��ǽ��Է���λ��ǿ�иı�����Լ����λ��

[state offset]
type = offset
trigger1 = time = 5
x = 20
y = -5

�������˼�������statedef��5tickʱ��p2����λ�����Ķ�����ǿ����ҷ��p1
�����������20������-5�ĵ ‫�ط‬
;===================p==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;palfx �趨����ĵ�ɫ�̣���allpalfx��һ��ģ�����Ͳ

�̫��ϸ�����ˣ�ֻ��misamu���ķ���д��4

applies temporary effects the player's palette. these will also affect the palette
of any explods and helpers the player has, unless they have specified ownpal = 1.
Ӧ���� � �ɫ�����ʱЧ����Ҳ��Ӱ�����Ϸ� ��κα� �� ��� �������DZ� ָ����ownpal =
1��
required parameters: none
��ѡ���� ��
optional parameters: ��ѡ����
time = duration (int) specifies the number of ticks that the palette effects
should last. specify -1 to have the palette effects last indefinitely.
ָ����ɫ��Ч��Ӧ������� ֡��tick����ָ��Ϊ-1ʹ�õ�ɫ��Ч�� һֱ����
add = add_r, add_g, add_b (int) mul = mul_r, mul_g, mul_b (int) each add
component is added to the appropriate component of the player's palette, and the
result is multiplied by the appropriate mul component divided by 256. for
instance, if pal_r is the red component of the character's original palette, then
the new red component is (pal_r + add_r)*mul_r/256. the defaults for these
parameters are: add = 0,0,0; mul = 256,256,256 (no change)
ÿ��add�ɷֽ����ӵ���Ϸ� �ɫ�����Ӧ���֣�����‫����ٳ‬ʵ���mul �ɷֳ���256�����磬

��pal_r �� �� ��ɫ��ĺ�ɫ�ɷ�ֵ�����µ� ��ɫ�ɷ�ֵ (pal_r + add_r)*mul_r/256��

��Щ�����ȱʡֵ �� add = 0,0,0; mul = 256,256,256�����


sinadd = ampl_r, ampl_g, ampl_b, period (int) creates an additional sine-wave
palette addition effect. period specifies the period of the sine wave in game
ticks, and the amplitude parameters control the amplitude of the sine wave for
the respective components. for instance, if t represents the number of ticks
elapsed since the activation of the palfx controller, and pal_r is the red
component of the character's original palette, then the red component of the
character's palette at time t is (pal_r + add_r +
ampl_r*sin(2*pi*t/period))*mul_r/256.
����һ����ӵ����Ҳ��ε�ɫ����Ч��periodָ�����Ҳ��ε���Ϸ ֡

��tick�������amplitude������ֱ�������Ҳ������ĸ�ɷ ֡� ���磬

��t���Palfx������� ��ʱ��֡��tick����pal_r �� �� ��ɫ��ĺ�ɫ�ɷ֣����� �

�ɫ����tʱ�̵ĺ�ɫ�ɷ� (pal_r + add_r + ampl_r*sin(2*pi*t/period))*mul_r/256��


invertall = bvalue (bool) if bvalue is non-zero, then the colors in the palette
will be inverted, creating a "film negative" effect. color inversion is applied
before effects of add and mul. bvalue defaults to 0.
���bvalue��0�����ɫ�彫����ɫ������һ���Ӱ��Ƭ��Ч��‫��ת‬

ɫ��add��mulЧ��֮ǰӦ�á�bvalueȱʡ 0��
color = value (int) this affects the color level of the palette. if value is 0,
the palette will be greyscale. if value is 256, there is no change in palette.
values in between will have an intermediate effect. this parameter's effects are
applied before invertall, add and mul. default value is 256.
��Ӱ���ɫ�����ɫˮƽ����ֵ 0����ɫ�彫 ƫ������ֵ 256����ɫ��û �иı ����֮�佫

�����м�Ч��ò����Ч����invertall��add��mul ǰӦ�
֮ á�ȱʡ 256��
example: none
ʾ�� ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;parentvaradd
����˵�����������helper��statedef�У���ô�����������(�
����helper��)���var(����)��fvar(����С��)�ı�

[state parentvaradd] ;�����


type = parentvaradd
trigger1 = time >= 50 ��
v = 5 ����var��
value = -1 var(5)��ֵ

�����������˼����var(5) = -1

[state parentvaradd] ;�������


type = parentvaradd
trigger1 = time = 80 ��
fv = 13 ����fvar��
value = cos(7) fvar(13)��ֵ

��˼����fvar(13) = cos(7)

��helper����ӵı� ֵ��������� ����������


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;parentvarset
����statedef��helper����ô�������������������˵�var��fvar����

[state parentvarset]
type = parentvarset
trigger1 = var(5) = -1
trigger1 = time >= 50
var(12) = 0
������˼�ǵ�var(5)��ֵ -1ʱ������50tick��var(12)��ֵ� �� 0

[state parentvarset]
type = parentvarset
trigger1 = fvar(13) = cos(7)
trigger2 = var(12) = 0
fv = 13
value = 1

������˼ ��fvar(13)��ֵ cos(7)ʱ������var(12)��ֵ 0ʱ��fvar(13)��ֵ� � 1


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;pause ֹͣ������������ûᵼ���� ����ͣ������explod������pausemovetime����

[state pause]
type = pause
trigger1 = time = 0 ��ͣ�ij���ʱ��
time = 20 ��ͣ��ʱ��
movetime = 20 ��ͣʱ�����statedef����ͣʱ�����ƶ���ʱ��

���������������������
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;playerpush �ƣ���������������ж϶Է��Ƿ������
ܴ �

[state push]
type = playerpush
trigger1 = 1
value = 0 ����0��Է����Դ�������1��Է�������
ܴ
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;playsnd �������IJ�����

[state snd]
type = playsnd
trigger1 = time = 5
value = s25,5 ��������.snd�е���Ч
volume = 255 ����������
channel = 9999
���Ӧ�����Dz�����Ч������ֵ�ˣ�������ֵ��������ǵ�����ֵ������(����˵��

���һ������ֵΪ85�Ȳ��ţ�Ȼ��10tick���‫���ٲ‬һ������ֵ 86�ġ�ֹͣ���ŵ�����ֵ������Ÿ

�����ֵ����);����˵������ֵ 0����Чֻ�б���� �������ж�

lowpriority = 5 ���֪����ô�ã����misamu���ķ��룺�����(channel)�� -

1ʱ��Ч������ֵ��0�������#�����һ��Playsnd���õģ� ���

‫��ڲ‬ŵ�������� ܱ µ���������жϡ�
freqmul = 2.3 �ƺ�����Ч ����
����������
Բ
loop = 2
���Ҳû�ù�Ӧ�������õ�����Ϊ�����Ч�� �������� ֵ����0� ź� ��

pan = 5 ��Чλ��ƫ�� ����ֵ������0����ֵ���‫� ����������ء‬

�ǰ��ƫ��;��ֵ��С��0���������� � ĺ�ƫ�ơ���֪��������ô�

abspan = 5 ��pan���ƣ����˸���������Ļ�м� ���������� � �λ��


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;posadd λ�õ��ƶ����

[state posadd]
type = posadd
trigger1 = time > 0
x = 30
y = -10

������˼ ���statedef��1tick��ʼ����������ǰ� ��ƶ���

xֵ�� ��������ǰ���� ���������

yֵ�� ���������£��� ����������


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;posfreeze ����λ�ã�ò�ƾ������‫��ڿ‬еļ��‫����ܣ‬Ƕ��

‫��ڿ‬У����˶���ʱ��������

[state posfreeze]
type = posfreeze
trigger1 = time = [20,90]
value = 1

�������˼ �����statedef�ĵ�20tick����90tick֮���ʱ���‫�ڣ‬value����1����‫ס‬λ

�ã�����0 ����‫ס‬
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;posset ��������λ�ã�һ��������Ļ���� ��

�ģ����trigger�ĸ��ֻ��������õ����ˡ�helper�ȵ�λ��

[state posset]
type = posset
trigger1 = time >= 20
x = 0
y = 0

����˵�����statedef��ʱ�� 20tick��20tick֮���������������Ļ����λ�õĵ��档

[state posset]
type = posset
trigger1 = time = 0
x = p2bodydist x - 10
y = p2bodydist y - 25

�������˼�����statedef��ʼʱ��� �������˵�ǰ��10���‫���ص‬25�����‫�ء‬λ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;poweradd �� ֵ�����

[state poweradd]
type = poweradd
trigger1 = time = 0
value = -100

��˼ ���statedef��ʼʱ���� �����100��

���� ����� ������ ������


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;powerset �� ����

[state powerset]
type = powerset
trigger1 = time >= 10 && time <= 530
value = 3000

�����statedef��10tick����530tick֮���ʱ���3000�����������‫ڣ‬
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;projectile ������е> �����hitdef
ͬ ��һ����÷�

[state projectile]
type = projectile
trigger1 = time = 25 ��statedef���������е> �ʱ��

projid = 100 �÷��е> ı�ţ�������cmd�����÷���÷��е> ���

projanim = 1001 �����е>���air�е�action�飬

����ǹ���>���ôactionҪ���ù����

projhitanim = 1002 �����е> ��жԷ���Ļ�Ч���ȡair��action��

projremanim = 1003 �����е> ��Ƴ�ʱ�Ļ�Ч���ȡair��action��

projcancelanim = 1004 �����е>�����һ��з��ķ��е> �Ļ�Ч���ȡair��action��


projscale = 1,1 �����е> ����ֵ�������explod��scale

projremove = 1 ����0 �����е> �ʹ���е���Ҳ�����Ƴ�����1�����к��Ƴ�


projmisstime = 10
��������е>��Ƕ�ι���(��orochi�ĺ�����)���������һ�ι���Է���Ҫ���
���tick���ܵ‫��ڶ‬ι���Է�

accel = 1.5,-2.3 velocity���ϵļ��‫�ٶ‬

remvelocity = 3.5,-1.8 ���е> ��Ƴ�ʱ���н��‫�ٶ‬

offset = -20,0 ��statedef���������е>�ʱ���е> ij���λ��

velocity = 2.1,-1.9 ���е>‫� ��ٶ‬

velmul = 2.1,-1.9 velocity���ϵij��‫�ٶ‬


projhits = 1
�����е> Ե��˼�����Ч����������3�����ǹ����˶Է�3�κ

Է����������е> �û�й���Ч����

projpriority = 6666 ���е> ��������ֵ������Է��ķ��е> �������ֵ 6665����ô���>

��̵�Է��ķ��е>�

projsprpriority = 5 ���е> �������ֵ�������explod��sprpriority

projstagebound = 30 �趨���е> ��Ƴ�ǰ�ƶ�����Զ���룬 ò���Ǿ���ǰ����

ܽ �ʱ����> �� ����>���ָ� ���Զ����

projheightbound = -290 �趨���е>��‫ �� ����ڴ‬ȵ���Զ����ʱ���Ƴ�ͬprojstagebound

postype = p1 ���е> �����˭��λ������ �����explod��postype

projshadow = 0,0,0 ���е> ĵ�Ӱ


supermovetime = 6666 ���е>���superpauseʱ���ƶ���ʱ��
pausemovetime = 9999 ���е>���pauseʱ���ƶ���ʱ��

���µIJ�����Բο����hitdef�е������Ա����������е> �����

;===================r==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;removeexplod �Ƴ���������Ӧid��ŵ�explod

[state explod]
type = explod
trigger1 = time = 0
anim = 1300
id = 700 ��explod�ı��

[state removeexplod]
type = removeexplod
trigger1 = time >= 100
id = 700 ��statedef�ĵ�100tickʱ���Ƴ��� 700��explod
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;reversaldef
���������мܶԷ��Ĺ����(�Է����statedef��Ӧ��air��action���õĺ��)ʩ�ӷ
���

[state reversaldef]
type = reversaldef
trigger1 = 1 ��statedef����Ч
reversal.attr = sca,aa,np,sp,nt,st �м��κ� b��� ���еĹ���;վb���

���е���ͨ�> ���; b��� ��������> ���; b��� ������ͨ ��; b��� �������� ��

pausetime = 5,5 ����


ܺ ˫������5tick��Ӳֱʱ��

sparkno = 270 ��


ܺ fightfx.air�е�action

270������������� �air�Ļ��飬 action���ǰҪ��s

sparkxy = 10,-50 � ��ֵ�λ��

hitsound = s2010,5 �мܺ ����Ч

p1stateno = 3999 �м�


ܺ pausetime��p1����statedef 3999

p2stateno = 4000 �м�


ܺ pausetime��p2����statedef 4000���
ܻ

id = 10010 ܻ �target�ı��
�����м�p2� ���p2��ֵ

;===================s==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************

;screenbound ��Ļ�Ĵ�Խ����

[state screenbound]
type = screenbound
trigger1 = 1
value = 0 �������0����statedef�����뿪��Ļ������1� �

movecamera = 5,-5 �� ��x�����y�������Ƿ�ֱ�Ӧ���� �� ����棬

��������l.c���Ľ̳̣�

http://www.mugenchina.org/phpwind/read.php?tid=12206
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;selfstate ����� ���statedef������changestate� � ����������p2�����
ܻ

misamu���ķ��룺��changestate���ƣ������Ǹı���Ϸ� ��‫��� ����ص‬

̬‫����� ����״‬Ѿ
�����һ������� ��� ̬‫��ڶ���״‬ϣ�������̬‫״‬ʱ����������

[statedef 9800] ;p1����p2�����


ܻ
type = a
movetype = h
ctrl = 0

[state changeanim2]
type = changeanim2
trigger1 = time = 0
value = 5030 ����p2�‫������ڽ‬statedefʱ����p1��5030��

[state vel]
type = velset
trigger1 = time > 0
y = .1 ��p2�������statedef��1tick�Ժ ���������潵��

[state selfstate]
type = selfstate
trigger1 = pos y = 0
value = 5100 ��p2�������statedef� ��

����ʱ��������/��� ���statedef 5100


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;sprpriority �������ֵ

�������ӱ��������ʼ����ֵ 1����������ֵ��ͣ�

[statedef 1000]
type = u
movetype = u
anim = 500
ctrl = 0
sprpriority = 1

[state sprpriority]
type = sprpriority
trigger1 = time >= 0 && time <= 20
value = 0

[state sprpriority]
type = sprpriority
trigger1 = time > 20 && time <= 40
value = -1

[state sprpriority]
type = sprpriority
trigger1 = time > 40 && time <= 60
value = -2

[state sprpriority]
type = sprpriority
trigger1 = time > 60 && time <= 80
value = -3

[state sprpriority]
type = sprpriority
trigger1 = time > 80 && time <= 100
value = -4
value������ֵ�����֣�sprpriority
ͬ
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;statetypeset ��statedef�е�type��movetype��physics��̬‫״‬

[statedef 2000]
type = s
movetype = a
physics = n

[state statetypeset]
type = statetypeset
trigger1 = time = 30
statetype = a
movetype = i
physics = s

���潲���������˼��

statetype��a���С�c�‫�ס‬s ��l��� ‫�ء‬uǰһ��state̬‫״‬

movetype��i�ƶ��С�a����h����uǰһ��state̬‫״‬

physics��a���С�c�‫�ס‬s ��n�� ̬‫��״‬uǰһ��state̬‫״‬


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;sndpan ������壬��Stopsnd ֹͣ���š� ��֪����������ʲô�‫��� ����ط‬misamu���ķ���

changes the panning of a currently playing sound. this controller may be


continually triggered to smoothly move a sound across the sound field or to have a
sound follow the player.
�ı
ǰ�������������ÿ�������Բ��ϱ�������ƽ���ƶ�һ���������������
���ʹ���������Ϸ� �
required parameters: ��ѡ����
channel = chan_no (int) specifies the channel number of the sound to pan.
ָ��������ֵ���������#�channel����
pan = p or abspan = p (int) these parameters cannot both be specified at the same
time. p determines the sound offset in pixels from the player (in the case of pan)
or from the center of the screen (in the case of abspan). see playsnd for a
description of the panning parameters.
��Щ������ͬʱ��ָ����p������ � �pan��������Ļ����

��abspan���������������Ч���λ�ã���� playsnd��ȡpan
�������ϸ���ϡ�
optional parameters: none
��ѡ���� ��
example: none
ʾ�� ��

;stopsnd

stops any sound which is playing on the specified channel.


ָֹͣ����#�channel�����‫��ڲ‬ŵ��κ�����
required parameters: ��ѡ����
channel = chan_no (int) stops playback of any sound on chan_no. if chan_no is -1,
then all sounds are stopped, including those belonging to other players. do not
abuse this feature.
ֹͣchan_no��5�����š���chan_no -1�������������ֹͣ����

�����������������������������
optional parameters: none
��ѡ���� ��
example: none
ʾ�� ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;superpause ����ֹͣ�����������‫�ڳ‬ɱ����ʱ���y�

[state superpause]
type = superpause
trigger1 = time = 0
time = 20 ֹͣ��ʱ��

movetime = 20 ֹͣʱ�����ƶ���ʱ��

anim = 3000 ֹͣ ʱ���ŵ��y

���������� �airҪ��ǰ��s�����ȡfightfx.air��ֱ����дaction��ż���
sound = 20,0
�y���������� �sndҪ��ǰ��s�����ȡ����snd��(common.snd)ֱ
����д��Ч��ż���

pos = 0,-50 ���anim�������û ��ֵ�λ��

darken = 1 ������1��ֹͣʱ��Ļ� ��0����Ч��

p2defmul = 2 ������� ������misamu���ķ��룺

������Ϸ����ʱ�˶��κ�Ŀ�����f�� ����������
� tӵ������˺��ij����� ͣ�

‫�����ڡ‬Ϊ1�����ı�Ŀ��ķ���f��0Ϊ����ֵ�������÷��� mugen.cfg

�ļ���[rules]�ε�Super.targetdefencemul�����õ�ֵ��ȱʡֵ 0����Чֵ ���������0

poweradd = -1000 ��ֹͣʱ�� ������


unhittable = 1
����1���statedef��ֹͣʱ�������У�0 ��(��nothitby��hitby��� ����)

;===================t==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;targetϵ�У�������‫������ھ‬Ѿ��������ˣ���������������ַ������Ͳ��� ˵���ˣ�

http://www.mugenchina.org/phpwind/read.php?tid=14477&fpage=2

http://www.mugenchina.org/phpwind/read.php?tid=14516&fpage=2
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;turn �‫���ڲ�����ת‬ʱ ‫��ת‬
[state turn]
type = turn
trigger1 = p2bodydist x < 0

��˼ �‫ڶ‬Է��������statedef�������ʱ������‫��ת���ת‬

;===================v==========================��var�ˣ����Ǹ���ѵ��

�������Ҳ��̫���� ‫�����أ‬ǿ�̸���Щ����÷��ɣ�
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;varadd ��� ���Ӹ�var��fvarֵ������parentvaradd�÷��Dz

��ģ���ͬ������Ǹ��Լ��ӱ� �ģ�������ֻ��misamu���ķ���д��4���������
parentvaradd

adds to one of the player's working variables. either a float variable or an int
variable can be added to by this controller.
�ӵ�һ����Ϸ� ���� �����ÿ�����ӵļȿ����Ǹ���С��� Ҳ����������� ��

required parameters (int version): ��ѡ��������棩��


v = var_no (int) var_no should evaluate to an integer between 0 and 59.
var_no���Ӧ һ��0��59֮�������
value = int_expr (int) int_expr is the value to add to the int variable indicated
by var_no.
int_exprΪ�ӵ�ver_no��ָ����� ��ֵ��

required parameters (float version): ��ѡ�����С��棩��


fv = var_no (int) var_no should evaluate to an integer between 0 and 39.
var_no���Ӧ һ��0��39֮��ĸ���С��
value = float_expr (float) float_expr is the value to add to the float variable
indexed by var_no.
int_exprΪ�ӵ�ver_no��ָ����� ��ֵ��
optional parameters: none in both cases
��ѡ���� }�������
alternate syntax: �ɴ���� ��

var(var_no) = int_expr (int version)������棩 fvar(var_no) = float_expr (float

version)������С��棩

notes: ‫�ע‬⣺
due to historical reasons, note that the alternate varadd syntax listed above
matches neither the syntax for variable assignment within an expression, nor the
syntax for variable addition within an expression. if you have placed p2 in a
custom state through a successful hit, do not use variable assignment within the
custom states. otherwise, you will overwrite p2's variables, which is rather rude.
������ʷ ��‫�������ע‬г��Varadd�ɴ���� �Ȳ�����
ܽ ��ֵ���� ���ʽ�

‫�ڣ‬Ҳ��� ���
ܽ �����‫��ڱ‬ʽ�‫�ڡ‬

�������ͨ��һ��ɹ���hit��p2��һ���ƣ�custom��̬‫�����ֵ �� � ���״‬

‫�� � ������ڶ���״̬�ڡڡڡ‬³�‫�ظ‬дp2˫�‫׵‬ı� ��
example: none
ʾ�� ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;varset ��� �����var��fvarֵ������parentvarset�÷��Dz

��ģ���ͬ������Ǹ��Լ����ñ� �ģ�������ֻ��misamu���ķ���д��4�������
��parentvarset

sets one of the player's working variables. either a float variable or an int
variable can be set by this controller, but not both at the same time.
������ � �һ����� ���ÿ�����ȿ������ø���С��� ��Ҳ���������
���� ��������}��ͬʱ���á�
required parameters (int version): ��ѡ��������棩��
v = var_no (int) var_no should evaluate to an integer between 0 and 59.
var_no���Ӧ һ��0��59֮�������
value = int_expr (int) int_expr is the value to assign to the int variable
indicated by var_no.
int_expr Ҫ����var_no��ָ������� ��ֵ��

required parameters (float version): ��ѡ�����С��棩��


fv = var_no (int) var_no should evaluate to an integer between 0 and 39.
var_no���Ӧ һ��0��39֮�������
value = float_expr (float) float_expr is the value to assign to the float variable
indexed by var_no.
float_expr Ҫ����var_no��ָ�ĸ���С��� ��ֵ��
optional parameters: none in both cases
��ѡ���� }�������
alternate syntax: �ɴ���� ��

var(var_no) = int_expr (int version)������棩 fvar(var_no) = float_expr (float

version)������С��棩

notes: ‫�ע‬⣺
due to historical reasons, note that the alternate variable assignment syntax
listed above does not exactly match the syntax for variable assignment within an
expression. if you have placed p2 in a custom state through a successful hit, do
not use variable assignment within the custom states. otherwise, you will
overwrite p2's variables, which is rather rude.
������ʷ ��‫�������ע‬г�ı� ��ֵ�Ŀɴ���� ��ȫͬ���ñ��ʽ��ֵ �� ��� ��

������ͨ��һ��ɹ���hit��p2�̬‫�ʹ��ڶ���״̬�����ڶ���״‬ñ� ��ֵ�� �����

��дp2�ı� ������� ��³�ġ�


example: none
ʾ�� ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;varrandom �� (var��fvar)�����ѡֵ

[state varrandom]
type = varrandom
trigger1 = time = 0
v = 16
range = 0,99

��˼�ǵ����statedef��ʼʱ��var(16)����0��99���Χ�����ѡ��ֵ
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;varrangeset �� ��
���Χ� ã�����IJ� ֪���ˣ�misamu���ķ��룺

sets a contiguous range of the player's working variables to the same value.
either float variables or int variables can be set by this controller, but not
both at the same time.
������ ��һ���‫�ڽ‬Χ�ģ����У������ Ϊ��ͬ��ֵ���øÿ�����ȿ������ø���С�
�� Ҳ������������� ��������}��ͬʱ���á�
required parameters (int version): ��ѡ��������棩��
value = int_expr (int) int_expr is evaluated once to give the value that is
assigned to all int variables in the range.
int_expr��� Ҫ����֮ǰ��� �‫��ֵ�� ����������ڵ‬

required parameters (float version): ��ѡ�����С��棩��


fvalue = float_expr (float) float_expr is evaluated once to give the value that is
assigned to all float variables in the range.
float_expr��� Ҫ����֮ǰ��� �‫����ڵ‬и���С��� ��ֵ��

optional parameters (both versions): ��ѡ����}�汾 ְ ���ǣ���


first = first_idx (int) specifies the lower end of the range of variables to set.
defaults to 0 (first variable).
ָ��Ҫ���õı� �� ����С�± ȱʡ 0����һ��� ����
last = last_idx (int) specifies the higher end of the range of variables to set.
defaults to 59 for int variables, or 39 for float variables (this is the last
available variable in both cases).
ָ��Ҫ���õı� �� ������± ����� ȱʡ 59������С���
39������}������еĺ�һ����ñ� ����
notes: ‫�ע‬⣺
if you have placed p2 in a custom state through a successful hit, do not use
variable assignment within the custom states. otherwise, you will overwrite p2's
variables, which is rather rude.
������ͨ��һ��ɹ���hit��p2�̬‫�ʹ��ڶ���״̬�����ڶ���״‬ñ� ��ֵ�� �����

��дp2�ı� ������� ��³�ġ�


example: none
ʾ�� ��
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;velset �‫�����ٶ‬

[state velset]
type = velset
trigger1 = time > 0
x = .1
y = .2

��˼�ǵ����statedef��1tick����ǰ�‫ �ٶ‬0.1�������‫ �ٶ‬0.2


;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;veladd �‫���ٶ‬ӣ�������velset��������‫ٶ‬ȵIJ���

[state velset]
type = velset
trigger1 = time > 0 && time <= 100
x = .1
y = .2

[state veladd]
type = veladd
trigger1 = time > 80
x = 1
y = 3

��˼�ǵ����statedef��1tick� �100tickǰʱ����ǰ�‫ �ٶ‬0.1�������‫ �ٶ‬0.2

�80�‫ڵ‬tick�������veladd����ô���statedef��80tick��������‫ٶ‬Ⱦ�ʱx =
0.1+1;y = 0.2+3
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;velmul �‫���ٶ‬velset��� ��‫�ٶ‬

[state velset]
type = velset
trigger1 = time > 0 && time <= 100
x = .1
y = .2

[state velmul]
type = velmul
trigger1 = time > 80
x = 1
y = 3

��˼�ǵ����statedef��1tick� �100tickǰʱ����ǰ�‫ �ٶ‬0.1�������‫ �ٶ‬0.2

�80�‫ڵ‬tick�������velmul����ô���statedef��80tick��������‫ٶ‬Ⱦ�ʱx =
0.1*1;y = 0.2*3

;===================w==========================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;==============================================
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;*******************
;width �� �ľ��룬��daimon��6246a/cǰ���� ��ʱ����ж��ֻ����Ų�������
ܴ

[state width]
type = width
trigger1 = time = 35
edge = 100 ��ǰ���� İ� ��ֺ���100���‫ص‬ľ���

player = 10 ��ǰ���� �player���ֺ���10���‫ص‬ľ��