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永远不放弃的追逐理想!
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无聊来个人物包的CNS说明 [Statedef 222] type = S movetype= A physics = S poweradd = 30 velset = 0,0 ctrl = 0 anim = 222 [State 222, 1] type = HitDef trigger1 = AnimElem = 3 attr = S, NA damage = 60 getpower = 20, 10 givepower = 15, 8 animtype = Heavy guardflag = HA hitflag = M priority = 4, Hit pausetime = 12,12 sparkxy = -10,-60 sparkno = 2 hitsound = s2,2 guardsound = 6,0 ground.type = Low ground.slidetime = 16 ground.hittime = 18 ground.velocity = -9 [State 222, 1] type = HitDef triggerall = p2statetype = A ;必须条件 ~ 对方要处于空中 trigger1 = AnimElem = 3 trigger1 = p2movetype != H ;条件~对方不是在受击状态 attr = S, NA damage = 60 getpower = 20, 10 givepower = 15, 8 guardflag = MA hitflag = A priority = 4,Hit pausetime = 12,12 sparkxy = -10, -60 sparkno = 2 hitsound = s2, 2 guardsound = 6, 0 air.hittime = 14 airguard.velocity = -3.5 air.velocity = -4, 6 fall = 1 ;是否把对方击倒 fall.animtype = Back ;击倒效应 fall.recover = 0 [State 222, 3] type = Playsnd trigger1 = AnimElem = 2 value = 0,4 [State 222, 1] type = PlaySnd trigger1 = time = 2 trigger1 = Random > 500 value = 0, 1 [State 222,6] type = posadd ;功能 ~ 增加距离(轴心) trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 trigger3 = AnimElem = 5 trigger4 = AnimElem = 6 x = 9 ; x的距离的9 ;y= 9 ;y的距离的9 [State 222, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 4.cmd档 [State -1] type = ChangeState value = 222 triggerall = command = "fwd_x" trigger1 = statetype = S trigger1 = ctrl = 1 trigger2 = stateno != 222 ;条件~Statedef不能处在222 trigger2 = hitdefattr = SC, NA ;条件~处在???的攻击状态( 第一项 ,S站立,C蹲下,A空中 第二项,第一部分,第二部分 第一部分,N普通,S特别,H超绝招 第二部分,A一般攻击,T近身技 trigger2 = movecontact = 1 ;条绵~攻击有摸到对方 不过他的输入指令 [Command] name = "fwd_x" command = /F,x ;必需在方向钮前加 / time = 1
人物的DEF档解释一下 [Info] ;基本的输入 name = "Kung Fu Man" ;此人物的名子 displayname = "Kung Fu Man" ;电脑显示的名子 versiondate = 04,01,2001 ;制作的日期 mugenversion = 04,01,2001 ;适合用于版本的日期 author = "Elecbyte" ;作者的名子 [Files] ;档案输入 cmd = kfm.cmd ;输入指令cmd档 cns = kfm.cns ;基本设定cns档 st = kfm.cns ;招式设定cns档 stcommon = common1.cns ;受击设定cns档 sprite = kfm.sff ;人物图档sff档 anim = kfm.air ;图档设定air档 sound = kfm.snd ;人物声音snd档 pal1 = kfm6.act ;人物色盘act档 pal2 = kfm4.act pal3 = kfm2.act pal4 = kfm5.act pal5 = kfm3.act pal6 = kfm.act [Arcade] ;故事输入 intro.storyboard = intro.def ;开头动画 ending.storyboard = ending.def ;结局动画 2.一个人物需要什么档案? a.cmd ;只有一项 b.cns ;大部分只有一个,不过因为要方便可以用粉多个 c.sff ;只有一个 d.air ;只有一个 e.snd ;只有一个 f.def ;有三个(基本输入、开头、结局) 3.开头和结局设定 [SceneDef]       :基本设定 spr = end.sff      ;结局的sff档 [Scene 0] ;动画0 ; Fade fadein.time = 50 ;进入的时间 fadein.col = 0,0,0 ;进入的颜色 fadeout.time = 50 ;结束的时间 fadeout.col = 0,0,0 ;结束的颜色 clearcolor = 0,0,0 ;清除的颜色 layerall.pos = 0,0 ;动画0全部图片位置 layer0.anim = 0 ;动画0的执行图片排列编号 layer0.starttime = 0 ;开始等待的时间 bgm = end.mp3 ;动画0的音乐 bgm.loop = 0 ;音乐是否重拨 end.time = 200 ;动画0主部结束的时间 ;图片排列编号0 0,0, 0,0, 50 0,1, 0,0, 10 0,2, 0,0, -1 [Scene 1] ; Fade fadein.time = 50 fadein.col = 0,0,0 fadeout.time = 50 fadeout.col = 0,0,0 clearcolor = 0,0,0 layerall.pos = 0,0 layer0.anim = 1 layer0.starttime = 0 end.time = 200 ;Background image 0,3, 0,0, 200
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