; Common Constants ; The constants defined in this file will be loaded by every character ; Characters can override them by defining them in their own constants files [Constants] ; Negative state global code toggle Default.Enable.Action = 1 Default.Enable.Dizzy = 1 Default.Enable.GuardBreak = 1 Default.Enable.Score = 1 Default.Enable.Tag = 1 ; Input toggles Input.FBFlipEnemyDistance = -1 ; Positive value inverts B and F inputs when an enemy is behind the player by that distance Input.PauseOnHitPause = 1 ; 1 makes commands be buffered during hit pause. Deprecated. See command parameters ; Backward compatibility toggles Legacy.GameDistanceSpec = 1 ; 1 prevents GameWidth/GameHeight from being affected by stage zoom for mugenversion 1.0 chars Legacy.FallYVelYAccel = 0 ; 1 sets HitDef's fall.yvelocity and yaccel defaults to fixed values, ignoring chars localcoord scaling. Legacy.CornerPushDefaults = -1 ; 0 for Ikemen GO cornerpush defaults. 1 for Mugen defaults. -1 depending on the character's engine version. ; Rules Default.Attack.LifeToPowerMul = 0.7 ; multiplier for power the attacker gets when a normal/special attack successfully hits (overridden by getpower HitDef option) Super.Attack.LifeToPowerMul = 0 ; multiplier for power the attacker gets when a super attack successfully hits (overridden by getpower HitDef option) Default.GetHit.LifeToPowerMul = 0.6 ; multiplier for power the receiver gets when a normal/special attack successfully hits (overridden by givepower HitDef option) Super.GetHit.LifeToPowerMul = 0.6 ; multiplier for power the receiver gets when a super attack successfully hits (overridden by givepower HitDef option) Super.TargetDefenceMul = 1.5 ; multiplier for how much a SuperPause increases the opponent's defence during combos (ignored if SuperPause p2defmul option is set) Default.LifeToGuardPointsMul = 1.5 ; multiplier for guard points the receiver loses when a normal/special attack is blocked (overridden by guardpoints HitDef option) Super.LifeToGuardPointsMul = 0.33 ; multiplier for guard points the receiver loses when a super attack is blocked (overridden by guardpoints HitDef option) Default.LifeToDizzyPointsMul = 1.8 ; multiplier for dizzy points the receiver loses when a normal/special attack successfully hits (overridden by dizzypoints HitDef option) Super.LifeToDizzyPointsMul = 0 ; multiplier for dizzy points the receiver loses when a super attack successfully hits (overridden by dizzypoints HitDef option) Default.LifeToRedLifeMul = 0.75 ; multiplier for red life the receiver loses when a normal/special attack successfully hits (overridden by redlife HitDef option) Super.LifeToRedLifeMul = 0.75 ; multiplier for red life the receiver loses when a super attack successfully hits (overridden by redlife HitDef option) ; tag.zss options TagInTime = 20 ; tag-in total switch time TagInVelX = 12.5 ; tag-in max Vel X TagCommandAIChance = 50 ; affects default AI switching probability (range 0-100) TagCounterSwitchPower = 1000 ; counter switch power cost (used in MvCI ver only) TagRedLifeRegenFrames = 30 ; red life regeneration interval (in frames) TagRedLifeRegenPercent = 0.005 ; red life regenerated each interval (percentage of max life) TagSwitchCooldown = 0 ; number of ticks the tag switch cooldown lasts ; Character Reserved Action Numbers AnimStanding = 0 AnimStandTurning = 5 AnimCrouchTurning = 6 AnimStandToCrouch = 10 AnimCrouching = 11 AnimCrouchToStand = 12 AnimWalkingForwards = 20 AnimWalkingBackwards = 21 AnimJumpStart_onGround = 40 AnimJumpNeutral_upwards = 41 AnimJumpForwards_upwards = 42 AnimJumpBack_upwards = 43 AnimJumpNeutral_downwards = 44 ;opt AnimJumpFwd_downwards = 45 ;opt AnimJumpBack_downwards = 46 ;opt AnimJumpLanding = 47 AnimRunFwdOrHopForward = 100 AnimHopBack = 105 AnimRunUp = 110 ;deprecated AnimRunDown = 115 ;deprecated AnimStartGuarding_stand = 120 AnimStartGuarding_crouch = 121 AnimStartGuarding_air = 122 AnimGuard_stand = 130 AnimGuard_crouch = 131 AnimGuard_air = 132 AnimStopGuarding_stand = 140 AnimStopGuarding_crouch = 141 AnimStopGuarding_air = 142 AnimGuardingAHit_stand = 150 AnimGuardingAHit_crouch = 151 AnimGuardingAHit_air = 152 AnimLose = 170 ;opt AnimTimeOverDrawGame = 175 ;opt AnimWin = 180 ;opt AnimIntro = 190 ;opt AnimTaunt = 195 ;opt AnimStandOrAirHitHigh_light = 5000 AnimStandOrAirHitHigh_medium = 5001 AnimStandOrAirHitHigh_hard = 5002 AnimStandRecoverHigh_light = 5005 AnimStandRecoverHigh_medium = 5006 AnimStandRecoverHigh_hard = 5007 AnimStandOrAirHitLow_light = 5010 AnimStandOrAirHitLow_medium = 5011 AnimStandOrAirHitLow_hard = 5012 AnimStandRecoverLow_light = 5015 AnimStandRecoverLow_medium = 5016 AnimStandRecoverLow_hard = 5017 AnimCrouchHit_light = 5020 AnimCrouchHit_medium = 5021 AnimCrouchHit_hard = 5022 AnimCrouchRecover_light = 5025 AnimCrouchRecover_medium = 5026 AnimCrouchRecover_hard = 5027 AnimStandOrAirHitBack = 5030 AnimStandOrAirHitTransition = 5035 ;opt AnimAirRecover = 5040 AnimAirFall = 5050 AnimAirFall_hitUp = 5051 ;opt AnimAirFall_hitUpDiagonal = 5052 ;opt AnimAirFall_comingDown = 5060 ;opt AnimAirFall_comingDown_hitUp = 5061 ;opt AnimAirFall_comingDown_hitUpDiagonal = 5062 ;opt AnimTripped = 5070 AnimLieDownHit_stayDown = 5080 AnimLieDownHit_stayDown_hitUp = 5081 ;opt AnimLieDownHit_stayDown_hitUpDiagonal = 5082 ;opt AnimLieDownHit_hitUpIntoAir = 5090 AnimHittingGroundFromFall = 5100 AnimBounceFromGroundIntoAir_hitUp = 5101 ;opt AnimBounceFromGroundIntoAir_hitUpDiagonal = 5102 ;opt AnimBounceIntoAir = 5160 AnimBounceIntoAir_hitUp = 5161 ;opt AnimBounceIntoAir_hitUpDiagonal = 5162 ;opt AnimHitGroundFromBounce = 5170 AnimHitGroundFromBounce_hitUp = 5171 ;opt AnimHitGroundFromBounce_hitUpDiagonal = 5172 ;opt AnimLieDown = 5110 AnimLieDown_hitUp = 5111 ;opt AnimLieDown_hitUpDiagonal = 5112 ;opt AnimGetUpFromLieDown = 5120 AnimGetUpFromLieDown_hitUp = 5121 ;opt AnimGetUpFromLieDown_hitUpDiagonal = 5122 ;opt AnimLieDead_firstRounds = 5140 ;opt AnimLieDead_finalRound = 5150 ;opt AnimLieDead_firstRounds_hitUp = 5151 ;opt AnimLieDead_firstRounds_hitUpDiagonal = 5152 ;opt AnimLieDead_finalRound_hitUp = 5156 ;opt AnimLieDead_finalRound_hitUpDiagonal = 5157 ;opt AnimFallRecoveryNearGround = 5200 AnimFallRecoveryInMidAir = 5210 AnimDizzy = 5300 AnimContinueScreen = 5500 ;opt AnimYesToContinue = 5510 ;opt AnimNoToContinue = 5520 ;opt ; tag.zss anims AnimTagEnteringScreen = 100 AnimTagLeavingScreen = 100 AnimTagJumpingIn = 42 AnimTagLanding = 47 ; common1.cns / common1.cns.zss states StateStand = 0 StateStandToCrouch = 10 StateCrouching = 11 StateCrouchToStand = 12 StateWalk = 20 StateJumpStart = 40 StateAirJumpStart = 45 StateJumpUp = 50 StateJumpDown = 51 StateJumpLand = 52 StateRunForward = 100 StateHopBackwards = 105 StateHopBackwards_land = 106 StateRunUp = 110 ;deprecated StateRunDown = 115 ;deprecated StateGuard_start = 120 StateStandGuard_guarding = 130 StateCrouchGuard_guarding = 131 StateAirGuard_guarding = 132 StateGuard_end = 140 StateStandGuardHit_shaking = 150 StateStandGuardHit_knockedBack = 151 StateCrouchGuardHit_shaking = 152 StateCrouchGuardHit_knockedBack = 153 StateAirGuardHit_shaking = 154 StateAirGuardHit_knockedAway = 155 StateLose_timeOver = 170 StateDrawGame_timeOver = 175 StatePreIntro = 190 StateIntro = 191 StateStandGetHit_shaking = 5000 StateStandGetHit_knockedBack = 5001 StateCrouchGetHit_shaking = 5010 StateCrouchGetHit_knockedBack = 5011 StateAirGetHit_shaking = 5020 StateAirGetHit_knockedAway = 5030 StateAirGetHit_transition = 5035 StateAirGetHit_recoveringInAirNotFalling = 5040 StateAirGetHit_falling = 5050 StateTrippedGetHit_shaking = 5070 StateTrippedGetHit_knockedAway = 5071 StateDownedGetHit_shaking = 5080 StateDownedGetHit_knockedBack = 5081 StateDownedGetHit_hitGroundFromFall = 5100 StateDownedGetHit_bounceOffGround = 5101 StateDownedGetHit_lyingDown = 5110 StateDownedGetHit_gettingUp = 5120 StateDownedGetHit_lyingDefeated = 5150 StateAirGetHit_fallRecoveryOnGroundStillFalling = 5200 StateAirGetHit_fallRecoveryOnGround = 5201 StateAirGetHit_fallRecoveryInAir = 5210 StateContinueScreenAnimation = 5500 StateInitialize = 5900 ; dizzy.zss states StateDizzy = 6565300 StateDizzyFallDown_standCrouch = 6565301 ; Deprecated StateDizzyFallDown_air = 6565302 ; Deprecated StateDizzyLyingDown = 6565303 ; Deprecated StateDizzyBirdsHelper = 6565310 ; guardbreak.zss states StateGuardBreakHit = 6565400 StateGuardBreakRecover = 6565401 ; tag.zss states StateTagEnteringScreen = 6565600 StateTagLeavingScreen = 6565610 StateTagWaitingOutside = 6565611 StateTagJumpingIn = 6565620 StateTagLanding = 6565621 ; fightfx.air FxLightHitSpark = 0 FxMediumHitSpark = 1 FxStrongHitSpark = 2 FxVeryStrongHitSpark = 3 FxWeakBloodHitSpark = 10 FxMediumBloodHitSpark = 11 FxStrongBloodHitSpark = 12 FxGuardSpark = 40 FxSmallGroundShockwave = 60 FxMediumGroundShockwave = 61 FxStrongGroundShockwave = 62 FxLightWallHitShockwave = 70 FxMediumWallHitShockwave = 71 FxStrongWallHitShockwave = 72 FxLevel1SuperEffect = 100 FxLevel2SuperEffect = 101 FxLevel3SuperEffect = 102 FxSmallFloorDust = 120 FxPowerUpEffect = 130 FxDizzyEffect = 5300 FxGuardBreakSpark = 5400 FxGuardBreakShockwave = 5410 FxTagSwitchAI = 5600 FxTagSwitchP1 = 5601 FxTagSwitchP2 = 5602 FxBackgroundColor = 9000 ; Deprecated ; fight.def MsgFirstAttack = 401 MsgCounterHit = 402 MsgTechnical = 403 MsgReversal = 404 MsgDanger = 405 MsgDizzy = 406 MsgCombo3 = 407 MsgCombo5 = 408 MsgCombo10 = 409 MsgCombo15 = 410 MsgCombo20 = 411 MsgCombo25 = 412 MsgWinSpecial = 413 MsgWinHyper = 414 MsgWinPerfect = 415 MsgPartnerAssist = 416 ; Not used by default tag system MsgPartnerChange = 417 MsgPartnerDown = 418 MsgPartnerAssistOK = 419 ; Not used by default tag system MsgActiveSwitch = 420 ; Not used by default tag system MsgCounterSwitch = 421 ; Not used by default tag system MsgGuardBreak = 422 MsgParry = 423 MsgJustDefend = 424 MsgWinClutch = 425 ; Bitwise shifting Bit1 = 1 Bit2 = 2 Bit3 = 4 Bit4 = 8 Bit5 = 16 Bit6 = 32 Bit7 = 64 Bit8 = 128 Bit9 = 256 Bit10 = 512 Bit11 = 1024 Bit12 = 2048 Bit13 = 4096 Bit14 = 8192 Bit15 = 16384 Bit16 = 32768 Bit17 = 65536 Bit18 = 131072 Bit19 = 262144 Bit20 = 524288 Bit21 = 1048576 Bit22 = 2097152 Bit23 = 4194304 Bit24 = 8388608 Bit25 = 16777216 Bit26 = 33554432 Bit27 = 67108864 Bit28 = 134217728 Bit29 = 268435456 Bit30 = 536870912 Bit31 = 1073741824 Bit32 = -2147483648