; Aeris's constants and state file. ; There are comments scattered through this file, so you may like to ; take a look if would like to learn more about the cns. ; これはKFMの定数と状態のファイルです。 ; このファイルの中には注釈が散らされているので、CNSを習いたいお方は ; 読んでみたらいいです。 [Data] ;Amount of life to start with ;体力ゲージの初期値 life = 1000 ;attack power (more is stronger) ;攻撃ダメージ attack = 100 ;defensive power (more is stronger) ;体力パワー defence = 110 ;Percentage to increase defense everytime player is knocked down fall.defence_up = 50 ;Time which player lies down for, before getting up liedown.time = 60 ;Number of points for juggling airjuggle = 15 ;Default hit spark number for HitDefs sparkno = 2 ;Default guard spark number guard.sparkno = 40 ;1 to enable echo on KO KO.echo = 0 ;Volume offset (negative for softer) volume = 0 ;Variables with this index and above will not have their values ;reset to 0 between rounds or matches. There are 60 int variables, ;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39. ;If omitted, then it defaults to 60 and 40 for integer and float ;variables repectively, meaning that none are persistent, i.e. all ;are reset. If you want your variables to persist between matches, ;you need to override state 5900 from common1.cns. IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;Horizontal scaling factor. yscale = 1 ;Vertical scaling factor. ground.back = 15 ;Player width (back, ground) ground.front = 16 ;Player width (front, ground) air.back = 12 ;Player width (back, air) air.front = 12 ;Player width (front, air) height = 60 ;Height of player (for opponent to jump over) attack.dist = 160 ;Default attack distance proj.attack.dist = 90 ;Default attack distance for projectiles proj.doscale = 0 ;Set to 1 to scale projectiles too head.pos = -5, -90 ;Approximate position of head mid.pos = -5, -60 ;Approximate position of midsection shadowoffset = 0 ;Number of pixels to vertically offset the shadow draw.offset = 0,0 ;Player drawing offset in pixels (x, y) [Velocity] walk.fwd = 2.4 ;Walk forward walk.back = -2.2 ;Walk backward run.fwd = 4.6, 0 ;Run forward (x, y) run.back = -4.5,-3.8 ;Hop backward (x, y) jump.neu = 0,-8.4 ;Neutral jumping velocity (x, y) jump.back = -2.55 ;Jump back Speed (x, y) jump.fwd = 2.5 ;Jump forward Speed (x, y) runjump.back = -2.55,-8.1 ;Running jump speeds (opt) runjump.fwd = 4,-8.1 ;. airjump.neu = 0,-8.1 ;. airjump.back = -2.55 ;Air jump speeds (opt) airjump.fwd = 2.5 ;. [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 35 ;Minimum distance from ground before you can air jump (opt) yaccel = .44 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching ;--------------------------------------------------------------------------- ; Format: ; [Statedef STATENO] ; type = ? S/C/A/L stand/crouch/air/liedown ; movetype = ? I/A/H idle/attack/gethit ; physics = ? S/C/A/N stand/crouch/air/none ; juggle = ? air juggle points move requires ; ; [State STATENO, ?] ? - any number you choose ; type = ? ; ... ;--------------------------------------------------------------------------- ; Lose by Time Over ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; Win state decider ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; Win pose 1 - Bow ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State 181, 2] type = PlaySnd trigger1 = Time = 1 value = 1000, 0 volume=150 ;------------------------------------------------ ; Intro State Decide [statedef 190] type = S movetype = I physics = S velset = 0,0 ctrl = 0 [state 190, 1] type = changestate trigger1 = random < 500 value = 191 [state 190, 2] type = changestate trigger1 = random > 500 value = 192 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; Introduction ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [State 191, Rod] type = explod trigger1 = animelem= 1 ownpal=1 anim = 191 postype = p1 pos = 0,0 bindtime = 25 removetime = 59 sprpriority = 2 removeongethit = 1 [State 191, 1] ;"Again?!" type = PlaySnd trigger1 = Animelem = 4 value = 190, 0 volume= 100 [State 191, 1] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 191, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 3] ;Change to stand state when done type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Introduction ; CNS difficulty: basic ; CNS レベル: 基本 [Statedef 192] type = S ctrl = 0 anim = 190 velset = 0,0 [State 192, Rod] type = explod trigger1 = animelem= 1 ownpal=1 anim = 191 postype = p1 pos = 0,0 bindtime = 25 removetime = 59 sprpriority = 2 removeongethit = 1 [State 191, 2] ;"Hello, I'm Aeris/th" type = PlaySnd trigger1= Animelem= 2 value = 190, 1 volume= 100 [State 191, 2] ;Freeze animation until PreIntro is over type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 192, 2] ;Assert this until you want "round 1, fight" to begin type = AssertSpecial trigger1 = 1 flag = Intro [State 192, 3] ;Change to stand state when done type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; Taunt ; CNS difficulty: easy [Statedef 195] type = S ctrl = 0 anim = 195 velset = 0,0 movetype = I physics = S sprpriority = 2 [State 195, 1] type = CtrlSet trigger1 = Time = 40 value = 1 [State 195, 1] type = PlaySnd trigger1 = Time = 1 value = 191, 0 volume = -10 [State 195, 2] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Stand Light Punch ; CNS difficulty: easy [Statedef 201] type = S ;State-type: S-stand, C-crouch, A-air, L-liedown movetype= A ;Move-type: A-attack, I-idle, H-gethit physics = S ;Physics: S-stand, C-crouch, A-air juggle = 1 ;Number of air juggle points move takes ;Commonly-used controllers: velset = 0,0 ;Set velocity (x,y) (Def: no change) ctrl = 0 ;Set ctrl (Def: no change) anim = 200 ;Change animation (Def: no change) poweradd = 20 ;Power to add (Def: 0) sprpriority = 2 ;Set layering priority to 2 (in front) [State 200, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA ;Attribute: Standing, Normal Attack damage = 23, 0 ;Damage that move inflicts, guard damage animtype = Light ;Animation type: Light, Medium, Heavy, Back (def: Light) guardflag = MA ;Flags on how move is to be guarded against hitflag = MAF ;Flags of conditions that move can hit priority = 3, Hit ;Attack priority: 0 (least) to 7 (most), 4 default ;Hit/Miss/Dodge type (Def: Hit) pausetime = 8, 8 ;Time attacker pauses, time opponent shakes sparkno = 0 ;Spark anim no (Def: set above) sparkxy = -11, -65 ;X-offset for the "hit spark" rel. to p2, ;Y-offset for the spark rel. to p1 hitsound = s0, 5 ;5, 0 ;Sound to play on hit guardsound = 6, 0 ;Sound to play on guard ground.type = High ;Type: High, Low, Trip (def: Normal) ground.slidetime = 5 ;Time that the opponent slides back ground.hittime = 12 ;Time opponent is in hit state ground.velocity = -4 ;Velocity at which opponent is pushed airguard.velocity = -1.9,-.8 ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2)) air.type = High ;Type: High, Low, Trip (def: same as ground.type) air.velocity = -1.4,-3 ;X-velocity at which opponent is pushed, ;Y-velocity at which opponent is pushed air.hittime = 12 ;Time before opponent regains control in air [State 200, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; Standing strong punch ; CNS difficulty: easy ; Note the width controller. It makes KFM's push box larger, so he doesn't ; stand so close to the opponent. Hit Ctrl-C and look at the red bar at his ; feet. ; The sprpriority for this state is at -1, instead of the usual 2 for ; attacks. This makes KFM appear behind the opponent initially. ; The SprPriority controller in [State 210, 4] brings KFM to the front when ; his arm has swung over. ; To stop KFM from pausing in his swing frame, there is a ChangeAnim in ; [State 210, 3] that detects if the hit has come in contact with the ; opponent during that frame, and switches to the next animation element ; (notice the elem=6 parameter). If you don't see what I mean, try commenting ; out that controller, then hit someone with this attack. [Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 210 sprpriority = -1 [State 210, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 [State 210, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 4 [State 210, 2] type = HitDef trigger1 = AnimElem = 3 attr = S, NA animtype = Medium damage = 57 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-70 hitsound = s0, 5 ;5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 210, 3] type = ChangeAnim trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0 trigger1 = movecontact ignorehitpause = 1 persistent = 0 value = 210 elem = 6 [State 210, 4] type = SprPriority trigger1 = AnimElem = 5 value = 2 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ; Standing strong kick ; CNS difficulty: easy [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240, 1] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 240, 2] type = HitDef trigger1 = Animelem= 1 attr = S, NA animtype =Light damage = 30 guardflag = MA pausetime = 0,2 sparkno = 1 sparkxy = -10,-60 hitsound = s0, 5 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 240, 3] type = HitDef trigger1 = Animelem = 2 attr = S, NA animtype = Medium damage = 50 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-110 hitsound = s0, 5 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;Crouching light punch ; CNS difficulty: easy ; Description: Simple crouching attack. The HitDef's guardflag parameter ; is set to "L", meaning that the move can only be guarded low ; (crouching), and not by standing or jumping opponents. ; Like for all light attacks, it's a good idea to keep the slidetime ; and hittime parameters at a smaller number, so the opponent isn't ; stunned for too long. For all crouching attacks you have to ; remember to set the attr parameter to indicate that it is crouching ; attack. In this case, "C, NA" stands for "crouching, normal attack". ; The HitDef's priority is set at 3, instead of the default of 4, ; so this attack has a lower priority than most others, meaning ; KFM will get hit instead of trading hits with his opponent if ; their attack collision boxes (Clsn1) intersect each other's Clsn2 ; boxes at the same time. [Statedef 401] type = C movetype= A physics = C juggle = 5 poweradd= 15 ctrl = 0 anim = 400 sprpriority = 2 [State 400, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 400, 2] type = HitDef trigger1 = Time = 0 attr = C, NA damage = 23 priority = 3 animtype = Light hitflag = MAF guardflag = L pausetime = 10,11 sparkno = 0 sparkxy = -10,-42 hitsound = s0, 5 ;5,0 guardsound = 6,0 ground.type = Low ground.slidetime = 4 ground.hittime = 12 ground.velocity = -4 air.velocity = -1.5,-3 [State 400, 3] type = CtrlSet trigger1 = Time = 5 value = 1 [State 400, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;--------------------------------------------------------------------------- ;Crouching strong punch ; CNS difficulty: easy [Statedef 410] type = C movetype= A physics = C juggle = 6 poweradd= 50 ctrl = 0 anim = 410 sprpriority = 2 [State 410, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 410, 3] type = HitDef trigger1 = AnimElem = 4 attr = C, NA damage = 36 animtype = Medium hitflag = MAF guardflag = MA pausetime = 12,12 sparkxy = -10,-42 hitsound = s0, 5 ;5,2 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -7 air.velocity = -3,-4 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;Crouch Strong Kick ; CNS difficulty: easy ; CNS レベル: 易 ; 詳細: [Statedef 440] type = C movetype= A physics = C juggle = 7 poweradd= 70 ctrl = 0 anim = 440 sprpriority = 2 [State 440, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 2 [State 240, 2] type = HitDef trigger1 = Animelem= 1 attr = S, NA animtype =Light damage = 30 guardflag = MA pausetime = 0,2 sparkno = 1 sparkxy = -10,-60 hitsound = s0, 5 guardsound = 6,0 ground.type = Low ground.slidetime = 6 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 240, 3] type = HitDef trigger1 = Animelem = 2 attr = S, NA animtype = Medium damage = 50 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-70 hitsound = s0, 5 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 440, 4] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;Jump Light Punch ; CNS difficulty: easy [Statedef 609] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 609 sprpriority = 2 [State 609, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 609, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 40 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 1 sparkxy = -10,-20 hitsound = s0, 5 ;5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 ;--------------------------------------------------------------------------- ;Jump Strong Punch ; CNS difficulty: easy [Statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 610, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 72 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 1 sparkxy = -10,-20 hitsound = s0, 5 ;5,3 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 air.velocity = -3,-4 ;--------------------------------------------------------------------------- ;Jump Strong Kick ; CNS difficulty: easy [Statedef 640] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 640 sprpriority = 2 [State 640, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 1 [State 640, 3] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 70 guardflag = HA priority = 4 pausetime = 12,12 sparkno = 1 sparkxy = -10,-60 hitsound = s0, 5 guardsound = 6,0 animtype = Med ground.type = High ground.slidetime = 15 ground.hittime = 15 ground.velocity = -5 air.velocity = -3,-4 [StateDef 1050] ; Aeris Casts Fire Magic type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1050 poweradd = 20 [State 1050, 1] type = PlaySnd trigger1 = Animelem= 2 value = 1050, 0 [State 1050, materia effect] type = explod trigger1 = animelem= 1 ownpal=1 anim = 1080 postype = p1 pos = 2,3 bindtime = 25 removetime = 64 sprpriority = 2 removeongethit = 1 [State 1050,staff] type = explod trigger1 = animelem= 2 ownpal=1 anim = 1051 postype = p1 pos = 5,-1 bindtime = 25 removetime = 83 sprpriority = 2 removeongethit = 1 [State 0, Helper] type = Helper trigger1 = animelem= 10 helpertype = normal ;player name = "Fire" ID = 1 stateno = 1052 pos = 0,0 postype = p2 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 1050, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 1052] ;The Fire Helper state for Aeris's spell. type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 1052 sprpriority = 2 [State 1072, 1] type = PlaySnd trigger1 = Time = 0 value = 1050, 1 [State 1052, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 65, 5 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 5.5 ;-5.5 air.velocity = 2.5, 4 ;-2.5,-4 [State 1052, 2] type = DestroySelf trigger1 = Animtime =0 [StateDef 1060] ; Aeris Casts Ice Magic type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1050 poweradd = 20 [State 1060, 1] type = PlaySnd trigger1 = Animelem= 2 value = 1050, 0 ;volume= -90 [State 1060, materia effect] type = explod trigger1 = animelem= 1 ownpal=1 anim = 1080 postype = p1 pos = 2,3 bindtime = 25 removetime = 64 sprpriority = 2 removeongethit = 1 [State 1060,staff] type = explod trigger1 = animelem= 2 ownpal=1 anim = 1051 postype = p1 pos = 5,-1 bindtime = 25 removetime = 83 sprpriority = 2 removeongethit = 1 [State 1060, Helper] type = Helper trigger1 = animelem= 10 helpertype = normal ;player name = "Ice" ID = 2 stateno = 1062 pos = 0,0 postype = p2 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 ;ground.type = High ;ground.slidetime = 12 ;ground.hittime = 15 ;ground.velocity = -5.5 ;air.velocity = -2.5,-4 [State 1060, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 1062] ;The Ice Helper state for Aeris's spell. type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 1060 sprpriority = 2 [State 1062, 1] type = PlaySnd trigger1 = Time = 0 value = 1060, 0 [State 1062, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 55, 5 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 5.5 ;-5.5 air.velocity = 2.5, 4 ;-2.5,-4 [State 1062, 2] type = DestroySelf trigger1 = Animtime =0 [StateDef 1070] ; Aeris Casts Lit Magic type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1050 poweradd = 20 [State 1070, 1] type = PlaySnd trigger1 = Animelem= 2 value = 1050, 0 [State 1070, materia effect] type = explod trigger1 = animelem= 1 ownpal=1 anim = 1080 postype = p1 pos = 2,3 bindtime = 25 removetime = 64 sprpriority = 2 removeongethit = 1 [State 1070,staff] type = explod trigger1 = animelem= 2 ownpal=1 anim = 1051 postype = p1 pos = 5,-1 bindtime = 25 removetime = 83 sprpriority = 2 removeongethit = 1 [State 0, Helper] type = Helper trigger1 = animelem= 10 helpertype = normal ;player name = "Lightening" ID = 3 stateno = 1072 pos = 0,0 postype = p2 ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 1050, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 1072] ;The Lightening Bolt Helper state for Aeris's spell. type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 1070 sprpriority = 2 [State 1072, 1] type = PlaySnd trigger1 = Time = 0 value = 1070, 0 [State 1072, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 60, 5 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = 5.5 ;-5.5 air.velocity = 2.5, 4 ;-2.5,-4 [State 1072, 2] type = DestroySelf trigger1 = Animtime =0 [StateDef 1299] ; Aeris calls Red XIII type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1299 poweradd = 20 [State 1299, Helper] type = Helper trigger1 = time= 0 helpertype = normal ;player name = "Red XIII" ID = 13 stateno = 1300 pos = 0,0 postype = back ;p2,front,back,left,right facing = 1 keyctrl = 0 ownpal = 0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 195, 1] type = PlaySnd trigger1 = Animelem =3 value = 5, 0 [State 1050, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [StateDef 1300] ; Red XIII Runs type = S movetype= A physics = S juggle = 1 ctrl = 0 anim = 1300 poweradd = 20 sprpriority = 2 velset = 0, 0 [State 1300, 1] type = PosAdd trigger1 = AnimElem = 1 x = 20 [State 1300, 2] type = PosAdd trigger1 = AnimElem = 2 x = 20 [State 1300, 3] type = PosAdd trigger1 = AnimElem = 3 x = 20 [State 1300, 4] type = PosAdd trigger1 = AnimElem = 4 x = 20 [State 1300, 5] type = PosAdd trigger1 = AnimElem = 5 x = 20 [State 1300, NotHitBy] type = NotHitBy trigger1 = 1 value = , AT [State 1300, HitOverride] ;This will cause Red XIII to go into his own hit state type = HitOverride trigger1 = Time = 0 attr = SCA, AA, AP, AT slot = 0 stateno = 1311 time = -1 forceair = 0 ignorehitpause = 1 persistent = 1 [State 1300, Jump] type = ChangeState trigger1 = p2bodydist X < 3 value = 1301 ctrl = 1 [State 1300, Win State] type = ChangeState triggerall= time= 20 trigger1 = Win value = 1307 ctrl = 1 [State 1300, end] type = Destroyself trigger1 = frontedgedist < -100 ;----------------------------------------------- [StateDef 1301] ; Red XIII Jumps into Air type = S movetype= A physics = S juggle = 1 ctrl = 0 anim = 1301 poweradd = 20 sprpriority = 2 velset = 0, 0 [State 1301, 1] type = VelAdd trigger1 = AnimElem = 1 x = 1 y = -5 [State 1301, 2] type = PlaySnd trigger1 = Animelem =1 value = 4000, 1 [State 1301, Come back down] type = ChangeState trigger1 = Time= 10 value = 1302 ctrl = 1 ;-------------------------------------------- [StateDef 1302] ; Red XIII Comes down/Attack type = S movetype= A physics = S juggle = 1 ctrl = 0 anim = 1302 poweradd = 20 sprpriority = 2 velset = 0, 0 [State 1302, 1] type = VelAdd trigger1 = AnimElem = 1 y = 5 [State 1302, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 90, 8 guardflag = MA pausetime = 12,12 sparkno = 1 sparkxy = -10,-70 hitsound = s4000, 0 ;5,2 guardsound = s4000, 0 ;6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 1302, Changestate] type = ChangeState trigger1 = Pos Y >= -4 && Vel Y > 0 value = 1303 ctrl = 1 ;--------------------------------------------------------- ; Red XIII's Jump Land [Statedef 1303] type = S physics = S ctrl = 0 anim = 1303 [State 1303, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 1303, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 1303, 3] type = CtrlSet trigger1 = Time = 3 value = 1 [State 1303, 4] type = ChangeState trigger1 = AnimTime = 0 value = 1304 ctrl = 1 ;---------------------- [StateDef 1304] ; Red XIII Turns type = S movetype= A physics = S juggle = 1 ctrl = 0 anim = 1304 poweradd = 20 sprpriority = 2 velset = 0, 0 [State 1304, Changestate] type = ChangeState trigger1 = Animtime= 0 value = 1306 ctrl = 1 ;---------------------------------------------------------------------------- [StateDef 1306] ; Red XIII Runs type = S movetype= A physics = S juggle = 1 ctrl = 0 anim = 1306 poweradd = 20 sprpriority = 2 velset = 0, 0 [State 1306, 1] type = PosAdd trigger1 = AnimElem = 1 x = -20 [State 1306, 2] type = PosAdd trigger1 = AnimElem = 2 x = -20 [State 1306, 3] type = PosAdd trigger1 = AnimElem = 3 x = -20 [State 1306, 4] type = PosAdd trigger1 = AnimElem = 4 x = -20 [State 1306, 5] type = PosAdd trigger1 = AnimElem = 5 x = -20 [State 1306, Win State] type = ChangeState triggerall= time= 20 trigger1 = Win value = 1308 ctrl = 1 [State 1306, end] type = Destroyself trigger1 = backedgedist < -100 ;------------------------------------------ [Statedef 1307] ;Red XIII Win Pose (If coming In) type = S ctrl = 0 anim = 1307 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ---------------------------------------------- [Statedef 1308] ;Red XIII Win Pose (If Leaving) type = S ctrl = 0 anim = 1308 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;-------------------------------------------------------------------------- [Statedef 1311] type = S movetype= H physics = S anim= 1311 [State 1311, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 1311, 2] type = ChangeAnim trigger1 = AnimTime = 0 value = 1311 ;+ GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10 [State 1311, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .6 [State 1311, 4] type = VelSet trigger1 = HitOver x = 0 [State 1311, 5] type = DefenceMulSet trigger1 = HitOver value = 1 [State 1311, 6] type = PlaySnd trigger1 = Time= 0 value = 4000, 2 [State 1311, 7] type = ChangeState trigger1 = HitOver value = 1304 ctrl = 1 ;------------------------------------------------------------------------------------ [StateDef 1999] ; Healing Wind type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1090 poweradd = -500 [State 1999, 1] type = PlaySnd trigger1 = Animelem= 1 value = 2000, 0 [State 1999, Limit effect] type = explod trigger1 = animelem= 1 ownpal=1 anim = 1085 postype = p1 pos = 2,3 bindtime = 25 removetime = 31 sprpriority = 2 removeongethit = 1 [State 1999, end] type = ChangeState trigger1 = AnimTime = 0 value = 2000 ctrl = 1 [StateDef 2000] ; Healing Wind type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 2000 poweradd = 0 [State 2000, 1] type = PlaySnd trigger1 = Animelem= 5 value = 3000, 1 [State 2000, casting effect] type = explod trigger1 = animelem= 5 ownpal=1 anim = 2001 postype = p1 pos = 10,-34 bindtime = 25 removetime = 36 sprpriority = 2 removeongethit = 1 [State 2000, LifeAdd] type = LifeAdd trigger1 = animelem= 7 value = 250 kill = 1 absolute = 0 ;ignorehitpause = ;persistent = [State 2000, HitOverride] ;Hit Override state, Made in Fighter Factory--should override hit of spell type = HitOverride trigger1 = Time=0 attr = S, NA, AA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT slot = 0 stateno = -1 ;No change in animation time = 0 forceair = 0 ignorehitpause = 1 ;persistent = [State 2000, 1];Hitdef is misleading here, this will cure Aeris's partner's health type = HitDef trigger1= numpartner= 1 trigger1 = AnimElem = 7 attr = S, NA damage = -250 guardflag = N hitflag = MAF priority = 3, Hit pausetime = 0,0 ignorehitpause = 1 sparkno= -1 affectteam = F numhits= -1 air.hittime = -1 [State 2000, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------------------------------- [StateDef 2200] ; Fury Brand (Helpful in FF7, kinda lame Mugen...LOL) type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1090 poweradd = -2000 [State 2200, 1] type = PlaySnd trigger1 = Animelem= 1 value = 2000, 0 [State 2200, Limit effect] type = explod trigger1 = animelem= 1 ownpal=1 anim = 1085 postype = p1 pos = 2,3 bindtime = 25 removetime = 31 sprpriority = 2 removeongethit = 1 [State 2200, end] type = ChangeState trigger1 = AnimTime = 0 value = 2210 ctrl = 1 [StateDef 2210];Fury Brand (Cont.) type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 2200 poweradd = 0 [State 2210, PowerAdd] type = PowerAdd trigger1 = AnimElem= 5 value = 4000 ;ignorehitpause = ;persistent = [State 2219 ,Electric Effect] type = explod trigger1 = animelem= 2 ownpal=1 anim = 2221 postype = p1 pos = 5,-34 bindtime = 25 removetime = 40 sprpriority = 1 removeongethit = 1 [State 2219, Electric sound] type = PlaySnd trigger1 = Animelem =2 value = 3000, 3 [State 2210, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------------ [StateDef 2300] ; Pulse of Life type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1090 poweradd = -3000 [State 2300, 1] type = PlaySnd trigger1 = Animelem= 1 value = 2000, 0 [State 2300, Limit effect] type = explod trigger1 = animelem= 1 ownpal=1 anim = 1085 postype = p1 pos = 2,3 bindtime = 25 removetime = 31 sprpriority = 2 removeongethit = 1 [State 2300, end] type = ChangeState trigger1 = AnimTime = 0 value = 2301 ctrl = 1 [StateDef 2301] ; Pulse of Life type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 2300 poweradd = 0 [State 2301, 1] type = PlaySnd trigger1 = Animelem= 9 value = 3000, 1 [State 2301,staff] type = explod trigger1 = animelem= 4 ownpal=1 anim = 2320 postype = p1 pos = 28,-1 bindtime = 25 removetime = 77 sprpriority = 1 removeongethit = 1 [State 2301, Heavenly Light] type = explod trigger1 = animelem= 10 ownpal=1 anim = 2330 postype = p1 pos = 0,0 bindtime = 25 removetime = 30 sprpriority = 2 removeongethit = 1 [State 2301, LifeAdd] type = LifeAdd trigger1 = animelem= 11 value = 2000 kill = 1 absolute = 0 ;ignorehitpause = ;persistent = ;[State 2301, Recovery] ;type = explod ;trigger1 = animelem= 11 ;ownpal=1 ;anim = 2340 ;postype = p1 ;pos = 0,0 ;bindtime = 25 ;removetime = 10 ;sprpriority = 2 ;removeongethit = 1 [State 2301, HitOverride] ;Hit Override state, Made in Fighter Factory--should override hit of spell type = HitOverride trigger1 = Time=0 attr = S, NA, AA ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT slot = 0 stateno = -1 ;No change in animation time = 0 forceair = 0 ignorehitpause = 1 ;persistent = [State 2301, 1];Hitdef is misleading here, this will cure Aeris's partner's health type = HitDef trigger1= numpartner= 1 trigger1 = AnimElem = 11 attr = S, NA damage = -2000 guardflag = N hitflag = MAF priority = 3, Hit pausetime = 0,0 ignorehitpause = 1 sparkno= -1 ;s2340 affectteam = F numhits= -1 air.hittime = -1 [State 2301, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------------------------------- ; Limit Level 1-- Seal Evil (Puts opponent in specialized state) ; CNS difficulty: tough [StateDef 2699] type = S movetype= A physics = S juggle = 1 velset = 0,0 ctrl = 0 anim = 1090 poweradd = -1000 [State 2699, 1] type = PlaySnd trigger1 = Animelem= 1 value = 2000, 0 [State 2699, Limit effect] type = explod trigger1 = animelem= 1 ownpal=1 anim = 1085 postype = p1 pos = 2,3 bindtime = 25 removetime = 31 sprpriority = 2 removeongethit = 1 [State 2699, end] type = ChangeState trigger1 = AnimTime = 0 value = 2700 ctrl = 1 [Statedef 2700] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 2700 sprpriority = 2 [State 2700, 1];Not sure if right snd, I can't find it in FF7 files... type = PlaySnd trigger1 = Time = 0 value = 1060, 2 [State 2700, 2] type = HitDef trigger1 = Time= 0 attr = S, NA damage = 0, 0 animtype = Light guardflag = N hitflag = MAF priority = 3, Hit pausetime = 8, 8 sparkno = S2702 sparkxy = -10, 10 hitsound = -1 ;s0, 5 ;5, 0 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -4 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -1.4,-3 p2stateno = 2701 [State 2700, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------- [Statedef 2701] ;The frozen state of opponent (A specialized get hit state) type = S movetype= H physics = N velset = 0,0 [State 2701, 1] type = ChangeAnim trigger1 = 1 value = 0 ;(anim) elem = (animelemno(0)) [State 2701, Return Control to Opponent] type = SelfState trigger1 = Time = 150 value = 0 ctrl= 1 ;--------------------------------------------------------------------------- ; Override common states (use same number to override) : ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are always executed (use statedef -2) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; States that are executed when in self's state file (use statedef -3) ;--------------------------------------------------------------------------- [Statedef -3] ;This controller plays a sound everytime Earisu (Inside joke, hee hee) lands from a jump, or ;from her back-dash. [State -3, Landing Sound] type = PlaySnd triggerall = Time = 1 trigger1 = stateno = 52 ;Jump land trigger2 = stateno = 106 ;Run-back land value = 40, 0 ;The following controller will sometimes play a vocal sound ;by Aeris when an opponent hits her (which is, like, so mean, considering she died in FF7!). [State -3, Getting Hit sound] type = PlaySnd triggerall = Time = 1 triggerall= alive ;This is so it doesn't interfere with KO Sound. triggerall= random >500 ;This is so the sound does not play every time. trigger1 = stateno = 5001 ;This is Hit Slide in common1--I varied it a little from White Queen. value = 5000, 0 ;I hope you enjoyed reading Aeris's .cns file. ;With each new character I learn a lot, and Aeris is more or less the culmination ;of all my works.