Strona 2 z 9
Zmiany w postaci [Mugen 1.0]
Plik DEF
- W grupie [Info] dodano mugenversion.
- W grupie [Info] dodano localcoord. Mugen zgodnie z wpisem LocalCoord który informuje o rozdzielczości, przeskaluje rozdzielczość obiektu odpowiednio do rozdzielczości Mugena.
- Dodano grupę [Palette Keymap].
Plik kfm720.def
; Player information [Info] name = "Kung Fu Man 720" ;Name of character displayname = "Kung Fu Man" ;Name of character to display versiondate = 09,30,2009 ;Version of character (MM-DD-YYYY or X.XX) mugenversion = 1.0 ;Version of M.U.G.E.N character works on (X.XX) author = "Elecbyte" ;Character author name pal.defaults = 1,2,3,4 ;Default palettes in order of preference (up to 4), numbering starts from 1 localcoord = 1280,720 ;Local coordinate space width and height ; Maps character selection buttons to palette numbers. [Palette Keymap] x = 1 ;Press button X to select palette 1, etc. y = 2 z = 3 a = 4 b = 5 c = 6 ;x2 = 7 ;Hold Start and press button X for palette 7, etc. ;y2 = 8 ;z2 = 9 ;a2 = 10 ;b2 = 11 ;c2 = 12
Plik CNS
- W kontrolerze stanu HitDef znajdź pausetime i dodaj 1 do tego czasu, zmiana wynika z poprawki w Mugenie 1.0.
- Jeżeli w postaci nadpisujesz stan [Statedef 5900], dodaj kontroler stanu RemapPal. Możesz skopiować go z pliku common1.cns.
- W grupie [Data] parametr volume zamieniono na volumescale. Parametr volume jest ignorowany, volumescale skaluje głośność 100 = 100%.
- W kontrolerze stanu PlaySnd, parametr volume zamieniono na volumescale. Parametr volume jest ignorowany, volumescale skaluje głośność 100 = 100%.
- Dodano funkcję StageVar sprawdzającą na jakiej arenie się walczy.
- Dodano funkcję AILevel sprawdzającą AI (sztuczną inteligencję).
- Dodano funkcję GameWidth i GameHeight.
- Znajdź funkcję GetHitVar(zoff), zmień wartość na 0, lub zmień zapis triggerów.
- W kontrolerze stanu AssertSpecial dodaj linię ignorehitpause=1 jeżeli flaga to: nostandguard, nocrouchguard, noairguard, noautoturn, noshadow, nojugglecheck, nowalk, unguardable, invisible.
- W kontrolerze stanu HitDef znajdź snap, mindist i maxdist i usuń oś Z z zapisu jeżeli się tam znajduje, np.: snap = 40, -10, 0, -1 zamień na snap = 40, -10, -1.
- Znajdź funkcję Vel Z, zmień wartość na 0, lub zmień zapis triggerów.
- Znajdź funkcję Pos Z, zmień wartość na 0, lub zmień zapis triggerów.
- W stanie w grupie [Statedef ...] znajdź parameter velset i usuń oś Z z zapisu, np.: jeżeli istnieje zapis velset = 0,0,0 zamień na velset = 0,0.
- Znajdź funkcję HitDefAttr i popraw jeżeli jest źle zapisana. Poprawny zapis: HitDefAttr <operator> <tekst_1>, <tekst_1_2>. Gdzie operator to: =, !=, tekst_1 to: typ ataku SCA, tekst_1_2 to: rodzaj ataku. Zły zapis HitDefAttr = SC zmień na HitDefAttr = SC, NA, SA, HA.
- Dodano grupę [Quotes] ze zwycięskimi cytatami.
- W grupie [Velocity] dodano nowe wpisy.
- W grupie [Movement] dodano nowe wpisy.
Plik kfm720.cns
[Data] life = 1000 ;Amount of life to start with power = 3000 attack = 100 ;attack power (more is stronger) defence = 100 ;defensive power (more is stronger) fall.defence_up = 50 ;Percentage to increase defense everytime player is knocked down liedown.time = 60 ;Time which player lies down for, before getting up airjuggle = 15 ;Number of points for juggling sparkno = 2 ;Default hit spark number for HitDefs guard.sparkno = 40 ;Default guard spark number KO.echo = 0 ;1 to enable echo on KO volume = 0 ;Volume offset (negative for softer) volumescale = 100 ; Volume scale 100 = 100% **MUGEN 1.0** ;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 [Velocity] walk.fwd = 9.6 ;Walk forward walk.back = -8.8 ;Walk backward run.fwd = 18.4, 0 ;Run forward (x, y) run.back = -18,-15.2 ;Hop backward (x, y) jump.neu = 0,-33.6 ;Neutral jumping velocity (x, y) jump.back = -10.2,-33.6 ;Jump back Speed (x, y) jump.fwd = 10,-33.6 ;Jump forward Speed (x, y) runjump.back = -10.2,-32.4 ;Running jump speeds (opt) runjump.fwd = 16,-32.4 ;. airjump.neu = 0,-32.4 ;. airjump.back = -10.2 ;Air jump speeds (opt) airjump.fwd = 10 ;. air.gethit.groundrecover = -.6,-14 ;Velocity for ground recovery state (x, y) **MUGEN 1.0** air.gethit.airrecover.mul = .5,.2 ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0** air.gethit.airrecover.add = 0,-18 ;Velocity offset for air recovery (x, y) **MUGEN 1.0** air.gethit.airrecover.back = -4 ;Extra x-velocity for holding back during air recovery **MUGEN 1.0** air.gethit.airrecover.fwd = 0 ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0** air.gethit.airrecover.up = -8 ;Extra y-velocity for holding up during air recovery **MUGEN 1.0** air.gethit.airrecover.down = 6 ;Extra y-velocity for holding down during air recovery **MUGEN 1.0** [Movement] airjump.num = 1 ;Number of air jumps allowed (opt) airjump.height = 140 ;Minimum distance from ground before you can air jump (opt) yaccel = 1.76 ;Vertical acceleration stand.friction = .85 ;Friction coefficient when standing crouch.friction = .82 ;Friction coefficient when crouching stand.friction.threshold = 8 ;If player's speed drops below this threshold while standing, stop his movement **MUGEN 1.0** crouch.friction.threshold = .2 ;If player's speed drops below this threshold while crouching, stop his movement **MUGEN 1.0** air.gethit.groundlevel = 100 ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0** air.gethit.groundrecover.ground.threshold = -80 ;Y-position below which falling player can use the recovery command **MUGEN 1.0** air.gethit.groundrecover.groundlevel = 40 ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0** air.gethit.airrecover.threshold = -4 ;Y-velocity above which player may use the air recovery command **MUGEN 1.0** air.gethit.airrecover.yaccel = 1.4 ;Vertical acceleration for player in the air recovery state **MUGEN 1.0** air.gethit.trip.groundlevel = 60 ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0** down.bounce.offset = 0, 80 ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0** down.bounce.yaccel = 1.6 ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0** down.bounce.groundlevel = 48 ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0** down.friction.threshold = .2 ;If the player's speed drops below this threshold while lying down, stop his movement **MUGEN 1.0** ;Default language victory quotes **MUGEN 1.0** ;The default language victory quotes must be implemented in English. [Quotes] ; Up to 100 victory quotes can be specified per language (victory0 - victory99) victory1 = "You must defeat Tu Shou to stand a chance." victory2 = "You need a lot of training. Come back in ten years." victory3 = "You look familiar. Did I see you on TV?" victory4 = "Your moves are too predictable. You want to learn Kung Fu Palm? It's not for novices." victory5 = "That was a good workout." victory6 = "I want to challenge more skilled fighters." victory7 = "What do you mean my girlfriend is in another temple?" ...