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