List of sctrls

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sctrl are State Controls used in M.U.G.E.N CNS files to give attributes to a character.

All state controllers have two optional parameters, "persistent" and "ignorehitpause". These must be set to integer constants. Unless otherwise specified, any other numeric state controller parameter can be specified with an arithmetic expression.

In all cases, if setting a parameter with an expression, you should be careful that the expression does not evaluate to SFalse, as in this case the parameter will be set to 0.


Contents

AfterImage

Enables player afterimage effects. The character's frames are stored in a history buffer, and are displayed after a delay as afterimages.

Required parameters:

 none

Optional parameters:

 time = duration (int)
   Specifies the number of ticks that the afterimages should be 
   displayed for. Set to -1 to display indefinitely. Defaults to 1.
 length = no_of_frames (int)
   Sets the capacity of the frame history buffer. The history will
   hold up to no_of_frames of the character's most recently saved 
   frames. Assuming constant values for timegap and framegap, 
   increasing the length can increase the number and "age" (for lack 
   of a better term) of afterimages displayed at one time. The 
   maximum length is 60, and the default is 20.
 palcolor = col (int)  
 palinvertall = invertall (bool)
 palbright = add_r, add_g, add_b (int)
 palcontrast = mul_r, mul_g, mul_b (int)
 palpostbright = add2_r, add2_g, add2_b (int)

These parameters determine palette effects to be applied to all afterimages. First the color level is adjusted according to the palcolor value, then if invertall is non-zero the colors are inverted. Afterwards, the palbright components are added to the corresponding component of the player's palette, then each component is multiplied by the corresponding palcontrast component divided by 256, then the palpostbright components are added to the result. The value of palcolor ranges from 0 (greyscale) to 256 (normal color). For instance, if the red component of the character's palette is denoted pal_r, then the red component of the afterimage palette is given by (pal_r+add_r)*mul_r/256 + add2_r, assuming palcolor and palinvert are left at their default values. Valid values are 0-256 for palcolor, 0-255 for palbright and palpostbright components, and any non-negative integer for palcontrast components. The defaults are: palcolor = 256 palinvertall = 0 palbright = 30,30,30 palcontrast = 120,120,220 palpostbright = 0,0,0

 paladd = add_r, add_g, add_b (int)
 palmul = mul_r, mul_g, mul_b (float)

These parameters specify palette effects that are applied repeatedly to successive frames in the afterimage. In one application of these palette effects, first the paladd components are added to the afterimage palette, then the components are multiplied by the palmul multipliers. These effects are applied zero times to the most recent afterimage frame, once to the second-newest afterimage frame, twice in succession to the third-newest afterimage frame, etc. Valid values are 0-255 for the paladd components, and any non-negative float value for the palmul multipliers. The defaults are: paladd = 10,10,25 palmul = .65,.65,.75

 timegap = value (int)
   This parameter controls how many frames to skip between saving 
   player frames to the history buffer for afterimage display. The 
   default is 1 (skip no frames). To save every third frame (for 
   example), you would use timegap = 3.
 framegap = value (int)
   Every value'th frame in the history buffer will be displayed as an 
   afterimage. For instance, if framegap = 4 (the default), then the 
   first, fifth, ninth, ... frames of the history buffer will be 
   displayed as afterimages.
 trans = type (string)
   Specifies the transparency type for the afterimages. Valid types 
   are "none" for an opaque afterimage, "add", "add1", and "sub".

Example:

 none


AfterImageTime

Changes the duration of the player's afterimage effects, if currently enabled. If no afterimage effects are being displayed, this controller does nothing. Known bugs: If the timegap parameter in the originating AfterImage controller is not set at 1, using this AfterImageTime will cause the frame positions to be reset.

Required parameters:

 time = new_duration (int)
   Sets the new number of ticks that the afterimages will be 
   displayed before being removed.
 

Alternate syntax:

 value = new_duration (int)

Optional parameters:

 none

Example:

 none


AllPalFX

Same as PalFX, except that this affects the palette of the background and lifebars as well as the palette of all characters and explods (regardless of the ownpal parameter). See the PalFX section for details on the parameters to AllPalFX.


AngleAdd

Adds to the drawing rotation angle used by AngleDraw.

Required arguments:

 value = add_angle (float)
   add_angle should be given in degrees.

Optional arguments:

 none

Example:

 none


AngleDraw

Draws the player (for 1 frame) rotated about his axis by the angle set by the AngleSet controller. When facing right, a positive angle means a counterclockwise rotation.

Required arguments:

 none

Optional arguments:

 value = angle (float)
   Sets the drawing angle.

scale = xscale, yscale (float, float)

 Scales the player sprite.

Notes:

 Rotation/scaling does not affect the player’s collision boxes.

Example:

 none


AngleMul

Multiplies the drawing rotation angle used by AngleDraw by the specified factor.

Required arguments:

 value = angle_multiplier (float)
   Multiplies the drawing angle by angle_multiplier.

Optional arguments:

 none

Example:

 none


AngleSet

Sets the drawing rotation angle used by AngleDraw. The angle is initialized at 0.

Required arguments:

 value = angle (float)
   angle should be given in degrees.

Optional arguments:

 none

Example:

 none


AppendToClipboard

This is the same as DisplayToClipboard, except that message text is added on a new line, instead of overwriting whatever text is already on the clipboard. See DisplayToClipboard for a format description.


AssertSpecial

This controller allows you to assert up to three special flags simultaneously. MUGEN will automatically "deassert" each flag at every game tick, so you must assert a flag for each tick that you want it to be active.

Required parameters:

 flag = flag_name
   flag_name is a string specifying the flag to assert.

Optional parameters:

 flag2 = flag2_name
 flag3 = flag3_name
   You can assert up to three flags simultaneously.

Details:

 The flag name can be one of the following:
   - intro
     Tells MUGEN that the character is currently performing his intro
     pose. Must be asserted on every tick while the intro pose is 
     being performed.
   - invisible
     Turns the character invisible while asserted. Does not affect 
     display of afterimages.
   - roundnotover
     Tells MUGEN that the character is currently performing his win
     pose. Must be asserted on every tick while the win pose is being
     performed.
   - nobardisplay
     Disables display of life, super bars, etc. while asserted.
   - noBG
     Turns off the background. The screen is cleared to black.
   - noFG
     Disables display of layer 1 of the stage (the foreground).
   - nostandguard
     While asserted, disables standing guard for the character.
   - nocrouchguard
     While asserted, disables crouching guard for the character.
   - noairguard
     While asserted, disables air guard for the character.
   - noautoturn
     While asserted, keeps the character from automatically turning
     to face the opponent.
   - nojugglecheck
     While asserted, disables juggle checking. P2 can be juggled 
     regardless of juggle points.
   - nokosnd
     Suppresses playback of sound 11, 0 (the KO sound) for players
     who are knocked out. For players whose KO sound echoes, nokosnd
     must be asserted for 50 or more ticks after the player is KOed
     in order to suppress all echoes.
   - nokoslow
     While asserted, keeps MUGEN from showing the end of the round in
     slow motion.
   - noshadow
     While asserted, disables display of this player's shadows.
   - globalnoshadow
     Disables display of all player, helper and explod shadows.
   - nomusic
     While asserted, pauses playback of background music.
   - nowalk
     While asserted, the player cannot enter his walk states, even if
     he has control. Use to prevent run states from canceling into
     walking.
   - timerfreeze
     While asserted, keeps the round timer from counting down. Useful 
     to keep the round from timing over in the middle of a splash 
     screen.
   - unguardable
     While asserted, all the asserting player's HitDefs become 
     unblockable, i.e., their guardflags are ignored.

Example:

 none


AttackDist

Changes the value of the guard.dist parameter for the player's current HitDef. The guard.dist is the x-distance from P1 in which P2 will go into a guard state if P2 is holding the direction away from P1. If P1 currently has no active HitDef, then AttackDist has no effect.

Required parameters:

 value = guard_dist (int)
   New guard distance, in pixels.

Optional parameters:

 none

Example:

 none


AttackMulSet

Sets the player's attack multiplier. All damage the player gives is scaled by this amount.

Required parameters:

 value = attack_mul (float)
   Specifies the desired multiplier. For instance, an attack_mul of 2 
   deals double damage.

Optional parameters:

 none

Example:

 none


BGPalFX

Same as PalFX, except that this affects the palette of the background and lifebars instead of the palette of the character. See the PalFX section for details on the parameters to BGPalFX.


BindToParent

If the player is a helper, binds the player to a specified position relative to its parent. If the player is not a helper, this controller does nothing.

Required parameters:

 none

Optional parameters:

 time = bind_time (int)
   Specify number of ticks that this binding should be effective. 
   Defaults to 1.
 facing = facing_flag (int)
   If facing_flag is -1, makes the player always face the opposite 
   direction from its parent during the binding time. If facing_flag 
   is 1, makes the player always face the same direction as its 
   parent during the binding time. If facing_flag is 0, the player 
   will not turn regardless of what its parent does. Defaults to 0.
 pos = pos_x (float), pos_y (float)
   pos_x and pos_y specify the offsets (from the parent's axis) to
   bind to. Defaults to 0,0.

Notes:

 If the player's parent is destroyed (for example, if it is a
 helper, and executes DestroySelf), then the effect of
 BindToParent is terminated.

Example:

 none


BindToRoot

If the player is a helper, binds the player to a specified position relative to its root. If the player is not a helper, this controller does nothing.

Required parameters:

 none

Optional parameters:

 time = bind_time (int)
   Specify number of ticks that this binding should be effective. 
   Defaults to 1.
 facing = facing_flag (int)
   If facing_flag is -1, makes the player always face the opposite 
   direction from its root during the binding time. If facing_flag 
   is 1, makes the player always face the same direction as its 
   root during the binding time. If facing_flag is 0, the player 
   will not turn regardless of what its root does. Defaults to 0.
 pos = pos_x (float), pos_y (float)
   pos_x and pos_y specify the offsets (from the root's axis) to
   bind to. Defaults to 0,0.

Notes:

 If the player's root is destroyed (for example, if it is a
 helper, and executes DestroySelf), then the effect of
 BindToRoot is terminated.

Example:

 none


BindToTarget

Binds the player to a specified position relative to the specified target.

Required parameters:

 none

Optional parameters:

 time = bind_time (int)
   Specify number of ticks that this binding should be effective. 
   Defaults to 1.
 ID = bind_id (int)
   Specifies ID number of the target to bind to. Defaults to -1 (pick 
   any target).
 pos = pos_x (float), pos_y (float), postype (string)
   pos_x and pos_y specify the offsets (from the bind point) to bind 
   to. The bind point defaults to the target's axis.
   If postype is "Foot", then the bind point is the target's axis.
   If postype is "Mid", then the bind point is the target's
   midsection.
   If postype is "Head", then the bind point is the target's head.
   In the latter two cases, the bind point is determined from the 
   values of the head.pos and mid.pos parameters in the target's CNS 
   file. The bind point is not guaranteed to match up with the
   target's head or midsection.

Example:

 none


ChangeAnim

Changes the action number of the player's animation.

Required parameters:

 value = anim_no (int)
   anim_no is the action number to change to.

Optional parameters:

 elem = elem_no (int)
   elem_no is the element number within the specified action
   to start from.

Example:

 none


ChangeAnim2

Like ChangeAnim, except this controller should be used if you have placed P2 in a custom state via a hit and wish to change P2's animation to one specified in P1's air file. For example, when making throws, use this to change P2 to a being-thrown animation.


ChangeState

Changes the state number of the player.

Required parameters:

 value = state_no (int)
   state_no is the number of the state to change to.

Optional parameters:

 ctrl = ctrl_flag (int)
   ctrl_flag is the value to set the player's control
   flag to. 0 for no control, nonzero for control.
 anim = anim_no (int)
   This is the action number to switch to. If omitted,
   the player's animation will remain unchanged.

Example:

 ; Change to standing state, and give player control
 type = ChangeState
 value = 0
 ctrl = 1


ClearClipboard

Erases any text currently on the player's clipboard.

Required parameters:

 none

Optional parameters:

 none

Example:

 none


CtrlSet

Sets the player's control flag.

Required parameters:

 value = ctrl_flag (int)
   Set to nonzero to have control, or 0 to disable control.

Optional parameters:

 none

Example:

 none


DefenceMulSet

Sets the player's defense multiplier. All damage the player takes is scaled by (the reciprocal of) this amount.

Required parameters:

 value = defense_mul (float)
   Specifies the defense multiplier. For instance, a defense_mul of 2 
   takes half damage.

Optional parameters:

 none

Example:

 none


DestroySelf

If called by a helper-type character, DestroySelf causes that character to be removed from the field of play. DestroySelf is not valid for non-helper characters.

Required parameters:

 none

Optional parameters:

 none

Example:

 none


DisplayToClipboard

This controller is only useful for debugging. DisplayToClipboard clears the player clipboard and prints a specified message to it. Display of the player clipboards is enabled in debug mode (press Ctrl+D).

Required parameters:

 text = "format_string"
   format_string must be encased in double-quotes. It is a printf 
   format string, so if you know about printf, you can skip this 
   description. The format string contains any text you wish to 
   display. You can also use \n to generate a line break, and \t to 
   generate a tab character (tab width is equivalent to 4 characters).
   To display the value of an arithmetic expression, you can put a %d
   (for ints) or a %f (for floats) in the format string, then specify
   the expression in the params list. To display a % character, you
   must put %% in the format string.

Optional parameters:

 params = exp_1, exp_2, exp_3, exp_4, exp_5
   Up to 5 numeric arguments can be specified in the format string.     
   These should be listed under the params item, in order. The type 
   of each parameter must match its format specifier. You cannot 
   specify more or less parameters than are called for in the format 
   string.

Example:

 type = DisplayToClipboard
 text="The value of var(17) is %d, which is %f%% of 23.\n\t--Kiwi."
 params = var(17):=1,var(17)/.230
   displays the following to the player's clipboard:
   The value of var(17) is 1, which is 4.347826% of 23.
       --Kiwi.
 

EnvColor

Turns the whole screen a solid color, excepting foreground-layer animations like hit sparks and "ontop" explods. Foreground layers of the stage will not be visible.

Required parameters:

 none

Optional parameters:

 value = col_r, col_g, col_b (int)
   Specifies the R, G, and B components of the color to set the 
   screen to. Each component should be an integer between 0 and 255. 
   The larger a component, the more of that color will appear in the 
   environment color. The default is 255,255,255 (pure white).
 time = effective_time (int)
   Specifies how many ticks the environment color should be 
   displayed. Defaults to 1 tick. Set to -1 to have the EnvColor 
   persist indefinitely.
 under = under_flag (int)
   Set under_flag to 1 to have the environment color drawn under 
   characters and projectiles. In other words, characters and 
   projectiles will be visible on top of the colored backdrop. 
   Defaults to 0.

Example:

 none


EnvShake

Causes the screen to shake.

Required parameters:

 time = shake_time (int)
   Specifies the number of ticks to shake the screen for.

Optional parameters:

 freq = shake_speed (float)
   shake_speed is a float between 0 (slow shake) to 180 (fast 
   shake). Defaults to 60.
 ampl = shake_amplitude (int)
   The larger the amplitude, the farther the screen shakes up and 
   down. A negative amplitude means that the screen will shake down
   first. Defaults to -4.
 phase = phase_offset (float)
   Specifies the phase offset for the shaking. The default is 0, 
   unless the frequency multiplier is 90 or greater. In this case,
   the default phase offset is 90.

Example:

 none


Explod

The Explod controller is a flexible tool for displaying animations such as sparks. Its functionality includes that of GameMakeAnim, which is now deprecated.

Required parameters:

 anim = [F]anim_no (int)
   anim_no specifies the number of the animation to play back. The 
   'F' prefix is optional: if included, then the animation is played
   back from fight.def.

Optional parameters:

 ID = id_no (int)
   id_no specifies an ID number for this explod. Useful mainly with
   the NumExplod trigger and the RemoveExplod controller.
 
 pos = x_pos, y_pos (int)
   x_pos and y_pos specify the offset at which to create the explod.
   The exact behavior depends on the postype. If these parameters are
   omitted, they default to 0.
 postype = string (string)

string specifies the postype -- how to interpret the pos parameters. In all cases, a positive y offset means a downward displacement. Valid values for postype are the following: - p1

 Interprets pos relative to p1's axis. A positive x offset is
 toward the front of p1. This is the default value for postype.

- p2

 Interprets pos relative to p2's axis. A positive x offset is
 toward the front of p2.

- front

 Interprets xpos relative to the edge of the screen that p1 is 
 facing toward, and ypos relative to the top of the screen. A
 positive x offset is away from the center of the screen,   
 whereas a negative x offset is toward the center.

- back

 Interprets xpos relative to the edge of the screen that p1 is
 facing away from, and ypos relative to the top of the screen. A 
 positive x offset is toward the center of the screen, whereas a 
 negative x offset is away from the center.

- left

 Interprets xpos and ypos relative to the upper-left corner of
 the screen. A positive x offset is toward the right of the 
 screen.

- right

 Interprets xpos and ypos relative to the upper-right corner of
 the screen. A positive x offset is toward the left of the 
 screen.
 facing = facing (int)
   Set facing to 1 to have the explod face in the same direction as 
   the positive x offset (as determined by postype), and -1 to have 
   the explod face in the opposite direction. Defaults to 1.
   
 vfacing = vfacing (int)
   Set vfacing to -1 to have the explod display vertically flipped,
   or 1 to have the explod display vertically unflipped. Defaults to
   1 if omitted.
 bindtime = bind_time (int)
   Specifies the number of game ticks to bind the explod to the bind 
   point specified by postype. For instance, if postype = p1, pos = 
   30, -40, and bindtime = 5, then the explod will be drawn at
   position 30, -40 relative to p1's axis for 5 ticks, no matter how
   p1 moves during this time. After the bindtime has expired, the 
   explod will no longer be bound to the bind point, and will 
   maintain its position (unless affected by the vel or accel 
   parameters). If bindtime = -1, then the explod will be bound 
   forever.
 vel = x_vel, y_vel (float)
   Specifies initial X and Y velocity components for the explod. 
   These are interpreted relative to the explod's "facing" direction.
   These default to 0 if omitted.
 accel = x_accel, y_accel (float)
   Specifies X and Y acceleration components for the explod. These 
   default to 0.
 
 random = rand_x, rand_y (int)
   Causes the explod's bind point to be displaced by a random amount  
   when created. rand_x specifies the displacement range in the x
   direction, and rand_y specifies the displacement range in the y
   direction. For instance, if pos = 0,0 and random = 40,80, then the
   explod's x location will be a random number between -20 and 19, 
   and its y location will be a random number between -40 and 39.
   Both arg1 and arg2 default to 0 if omitted.
 removetime = rem_time (int)
   If rem_time is positive, the explod will be removed after having 
   been displayed for that number of game ticks. If rem_time is -1,
   the explod will be displayed indefinitely. If rem_time is -2, 
   the explod will be removed when its animtime reaches 0. The 
   default value if omitted is -2.
 supermove = bvalue (boolean)
   (deprecated -- use supermovetime parameter instead)
   Set supermove = 1 to have the explod persist until the end of a
   super pause, regardless of the value of removetime. Defaults to 0.
 supermovetime = move_time (int)
   Determines the number of ticks that the explod should be 
   "unfrozen" during a SuperPause. Often useful if you want the 
   explod to be animated during a SuperPause, such as for custom
   super sparks. Defaults to 0.
 pausemovetime = move_time (int)
   Determines the number of ticks that the explod should be 
   "unfrozen" during a Pause. Defaults to 0.
 scale = x_scale [,y_scale] (float)
   x_scale and y_scale specify the scaling factors to apply to the 
   explod in the horizontal and vertical directions. Both default to 
   1 (no scaling) if omitted.
 sprpriority = pr (int)
   pr specifies the drawing priority for the explod. Animations 
   with higher priority get drawn over animations with lesser
   priority. For instances, setting sprpriority = -3 will cause the
   explod to be drawn under most characters and other explods, which
   usually have sprpriority >= -2.
   Defaults to 0 if omitted.
 ontop = bvalue (boolean)
   Set ontop = 1 to have the explod drawn over all other sprites and 
   background layers. This parameter has precedence over sprpriority.
   Defaults to 0.
 shadow = shad_r, shad_g, shad_b (int)
   Specifies the R, G, and B components of the explod's shadow. Valid 
   values for each component are 0-255. The greater a component, the 
   less of that color will be displayed in the shadow. To use the
   shadow color of the stage, set shad_r to -1. Defaults to 0,0,0 (no
   shadow). 
 ownpal = bvalue (boolean)
   Set ownpal = 1 to give the explod its own copy of its palette.
   This is desirable if you want to keep temporary changes to the
   player's palette, such as recovering from a fall or using the
   PalFX controller, from affecting the color of the explod. Defaults 
   to 0 if omitted.
 removeongethit = bvalue (boolean)
   Setting this to 1 will have the explod removed if the player gets
   hit. Defaults to 0.
 ignorehitpause = bvalue (boolean)
   If this is 1, the explod will be animated independently of the
   player that created it. If set to 0, it will not be updated when
   the player is in hitpause. Defaults to 1.
 trans = trans_type (string)
   Overrides the explod's animation transparency settings. See the
   Trans controller for details. An "alpha" parameter must be specified
   if trans_type is "addalpha". If omitted, does nothing.


ExplodBindTime

Changes the position binding time of the player's explods.

Required parameters:

 none

Optional parameters:

 ID = id_no (int)
   Only explods with ID number equal to id_no will have their 
   position binding affected. Set ID to -1 to affect the binding of 
   all explods. This is the default behavior.
 time = binding_time (int)
   Specifies the number of ticks for which the explods should be 
   bound to their binding points (defined at the time the explods 
   were created.) Defaults to 1 tick. A time of -1 binds the explods 
   indefinitely.

Alternate syntax:

 value = binding_time may be used instead of time = binding_time.

Example:

 none


ForceFeedback

Creates force feedback for supported force feedback devices. Currently, the only such devices are Playstation dual shock controllers using the engine's native support.

Parameters to the ForceFeedback controller may not be specified using arithmetic expressions. It is an exception in this regard.

Required parameters:

 none

Optional parameters:

 waveform = wave_type (string)
   Valid waveforms are "sine", "square", "sinesquare", and "off". For 
   the Dual Shock controller, a sine waveform corresponds to the 
   large rumble motor, and a square waveform corresponds to the 
   smaller buzzer motor. sinesquare, of course, corresponds to both 
   motors simultaneously. Use "off" to turn off any force feedback 
   that is currently executing. waveform defaults to sine.
 time = duration (integer constant)
   Specifies how long the force feedback should last, in ticks. 
   Defaults to 60.
 freq = start (integer constant), d1, d2, d3 (float constants)
   Force feedback frequency varies between 0 and 255. The formula 
   used to determine force feedback frequency is 
   start + d1*t + d2*t**2 + d3*t**3
   where t represents the number of ticks elapsed since the force 
   feedback was initiated. Defaults to
   freq = 128,0,0,0
   Currently, the frequency parameter is completely ignored.
 ampl = start (integer constant), d1, d2, d3 (float constants)
   Force feedback amplitude varies between 0 and 255. The formula 
   used to determine force feedback frequency is 
   start + d1*t + d2*t**2 + d3*t**3
   where t represents the number of ticks elapsed since the force 
   feedback was initiated. Defaults to
   ampl = 128,0,0,0
 self = self_flag (boolean constant)
   If self is 1, then P1's pad will vibrate. If self is 0, then P2's 
   pad will vibrate. Defaults to 1.
  

Example:

 See common1.cns.

FallEnvShake

Shakes the screen using the fall.envshake parameters set by an attack (see HitDef controller). This controller is effective only if GetHitVar(fall.envshake.time) is not zero, and it sets GetHitVar(fall.envshake.time) to zero after being executed. This controller is used in common1.cns to shake the screen when a player falls, and is not normally useful otherwise.

Required parameters:

 none

Optional parameters:

 none

Example:

 See common1.cns.

GameMakeAnim

Creates a game animation, like a hit spark or a super charging effect. This controller has been superseded by Explod and is now considered obsolete. Support for it may be removed in future versions.

Required parameters:

 none

Optional parameters:

 value = anim_no (int)
   Specifies the animation number (from fightfx) of the animation to 
   play. Defaults to 0.
 
 under = under_flag (int)
   If under_flag is 1, the animation is drawn behind the character 
   sprites. Defaults to 0 (draw over characters).
 pos = x_pos, y_pos (float)
   Specifies the position to display the animation at, relative to 
   the player axis. Defaults to 0,0. 
 random = rand_amt (int)
   The position of the animation will be displaced in the x and y 
   directions by (different) random amounts. The displacement can be 
   as large as half of rand_amt. You can think of rand_amt as 
   specifying the total possible "spread" in the positions of the 
   randomly displaced animations. Defaults to 0.

Example:

 none


Gravity

Accelerates the player downwards, using the value of the player's "yaccel" constant.

Required parameters:

 none

Optional parameters:

 none

Example:

 ; Applies constant acceleration throughout state
 trigger1 = 1
 type = Gravity


Helper

Creates another instance of the player as a helper character.

Required parameters:

 none

Optional parameters:

 helpertype = type_string
   (deprecated -- do not use player-type helpers)
   If helpertype = normal, then the helper will be allowed to move 
   off the edge of the screen. Furthermore, the camera will not move 
   to try to keep the helper on screen. If helpertype = player, then
   the helper will be constrained to the screen and will be followed
   by the camera, just like a normal player. Defaults to normal.
   If you plan to use a helper for camera manipulation, do not use
   a player-type helpers (it is deprecated). Use the ScreenBound
   controller with the "movecamera" parameter if necessary.
 
 name = "name_string"
   Specifies a name for this helper, which must be enclosed in double 
   quotes. If omitted, the name defaults to "<parent>'s helper", 
   where <parent> represents the name of the player creating the 
   helper.
 ID = id_no (int)
   Sets an ID number to refer to this helper by. Defaults to 0.

 pos = x_off, y_off (int)
   Determines the x and y offsets to create this helper at. The 
   precise meaning of these parameters is dependent on the postype.
   Defaults to 0,0.
 postype = postype_string
   postype works nearly the same as in the Explod controller. 
   postype_string specifies the postype -- how to interpret the pos 
   parameters. In all cases, a positive y offset means a downward 
   displacement.
   Valid values for postype are the following:
     - p1
       Interprets pos relative to p1's axis. A positive x offset is
       toward the front of p1. This is the default value for postype.
     - p2
       Interprets pos relative to p2's axis. A positive x offset is
       toward the front of p2. If p2 does not exist, the helper is 
       created with respect to p1.
     - front
       Interprets xpos relative to the edge of the screen that p1 is 
       facing toward, and ypos relative to p1's axis. A positive x 
       offset is away from the center of the screen, whereas a 
       negative x offset is toward the center.
     - back
       Interprets xpos relative to the edge of the screen that p1 is
       facing away from, and ypos relative to p1's axis. A positive x 
       offset is toward the center of the screen, whereas a negative x 
       offset is away from the center.
     - left
       Interprets xpos relative to the left edge of the screen, and 
       ypos relative to p1's axis. A positive x offset is toward the 
       right of the screen.
     - right
       Interprets xpos relative to the right edge of the screen, and 
       ypos relative to p1's axis. A positive x offset is toward the 
       left of the screen.
 facing = facing (int)
   If postype is left or right, setting facing to 1 will make the
   helper face the right, and a value of -1 makes the helper face
   left.
   For all other values of postype except p2, if facing is 1, the
   helper will face the same direction as the player. If facing is
   -1, the helper will face the opposite direction.
   In the case of postype = p2, facing has the same effect as above,
   except it is with respect to p2's facing. Defaults to 1.
 stateno = start_state (int)
   Determines the state number that the helper starts off in. 
   Defaults to 0.
 keyctrl = ctrl_flag (boolean)
   If keyctrl = 1, then the helper is able to read command input from 
   the player (e.g., the keyboard or joystick). Also, the helper will 
   inherit its root's State -1. If keyctrl = 0, then the helper does 
   not have access to command input, and does not inherit State -1. 
   The default value of keyctrl is 0.
 ownpal = pal_flag (boolean)
   If ownpal = 0, the helper will inherit its parent's palette. If the
   parent's palette is temporarily changed (eg. by a PalFX controller), the
   changes will be reflected in the helper too. If ownpal = 1, the helper
   will receive its own working palette, that is independent of its
   parent's. Defaults to 0.
 supermovetime = value (int)
   Determines the number of ticks that the helper should be 
   "unfrozen" during a SuperPause. Often useful if you want the 
   helper to make its appearance during a SuperPause. Defaults to 0.
 pausemovetime = move_time (int)
   Determines the number of ticks that the helper should be 
   "unfrozen" during a Pause. Defaults to 0.
 size.xscale (float)
 size.yscale (float)
 size.ground.back (int)
 size.ground.front (int)
 size.air.back (int)
 size.air.front (int)
 size.height (int)
 size.proj.doscale (int)
 size.head.pos (int,int)
 size.mid.pos (int,int)
 size.shadowoffset (int)
   These parameters have the same meaning as the corresponding 
   parameters in the root's CNS file. You can specify one or more of 
   these parameters to change it to a value suitable for this helper.
   Otherwise, they default to the values inherited from the parent.

Example:

 none


HitAdd

Adds hits to the current combo.

Required parameters:

 value = add_count (int)
   add_count specifies the number of hits to add to the current 
   combo.

Optional parameters:

 none

Example:

 none


HitBy

Temporarily specifies types of hits that should be allowed hit to the player.

Required parameters:

 value = attr_string  OR  value2 = attr_string
   Only one of the above parameters can be specified. attr_string 
   should be a standard hit attribute string.

Optional parameters:

 time = effective_time (int)
   Specifies the number of game ticks that these HitBy attributes
   should be effective for. Defaults to 1.

Details:

 The player has two hit attribute slots, which can be set using the   
 value or value2 parameters to the HitBy controller. These slots can 
 also be set by the NotHitBy controller. When a slot is set, it gets
 a timer (the effective time) which counts down toward zero. If the 
 timer has not yet reached zero, the slot is considered to be active.
 The player can be hit by a HitDef only if that HitDef's attribute 
 appears in all currently active slots. 
 Using the HitBy controller sets the specified slot to contain only 
 those hit attributes which appear in the HitBy attribute string.

Example:

 ; Can be hit only by standing normal attacks
 trigger1 = 1
 type = HitBy
 value = S, NA


HitDef

Defines a single hit of the player's attack. If the player's Clsn1 box (red) comes in contact with his opponent's Clsn2 box (blue), and the HitDef was define on or before that particular point in time, then the specified effect will be applied. This is one of the more complex, but most commonly-used controllers. A single HitDef is valid only for a single hit. To make a move hit several times, you must trigger more than one HitDef during the attack.

Required parameters:

 attr = hit_attribute (string)
   This is the attribute of the attack. It is used to determine if
   the attack can hit P2. It has the format: 
     attr = arg1, arg2
   Where:
   - arg1 is either "S", "C" or "A". Similar to "statetype" for the
     StateDef, this says whether the attack is a standing, crouching,
     or aerial attack.
   - arg2 is a 2-character string. The first character is either "N"
     for "normal", "S" for "special", or "H" for "hyper" (or "super",
     as it is commonly known). The second character must be either
     "A" for "attack" (a normal hit attack), "T" for "throw", or "P"
     for projectile.
 hitflag = hit_flags (string)
   This determines what type of state P2 must be in for P1 to hit.
   hit_flags is a string containing a combination of the following
   characters:
   "H" for "high", "L" for "low" or "A" for air. "M" (mid) is
   equivalent to saying "HL". "F" is for fall, and if included
   will allow P1 to juggle falling opponents in the air. "D" is
   for "lying Down", and if included allows P1 to hit opponents
   lying down on the ground.
   Two optional characters are "+" and "-". If "+" is added, then
   the hit only affects people in a gethit state. This may be
   useful for chain-moves that should not affect opponents who
   were not hit by the first move in the chain attack.
   If "-" is added, then the hit only affects players that are
   NOT in a gethit state. You should use "-" for throws and
   other moves you do not want P1 to be able to combo into.
   "+" and "-" are mutually exclusive, ie. cannot be used at the
   same time.
   If omitted, this defaults to "MAF".
 guardflag = hit_flags (string)
   This determines how P2 may guard the attack. hit_flags is a
   string containing a combination of the following characters:
   "H" for "high", "L" for "low" or "A" for air. "M" (mid) is
   equivalent to saying "HL". 

Optional parameters:

 affectteam = team_type (string)
   team_type specifies which team's players can be hit by this 
   HitDef. Use B for both teams (all players), E for enemy team 
   (opponents), or F for friendly team (your own team). The default
   is E.
 animtype = anim_type (string)
   This refers to the type of animation that P2 will go into when hit
   by the attack. Choose from "light", "medium", "hard", "back", "up",
   or "diagup".
   The first three should be self-explanatory. "Back" is the
   animation where P2 is knocked off her feet. "Up" should be used
   when the character is knocked straight up in the air (for instance,
   by an uppercut), and "DiagUp" should be used when the character is
   knocked up and backwards in the air, eventually landing on his 
   head.
   The default is "Light".
 air.animtype = anim_type (string)
   Similar to the "animtype" parameter, this is the animtype to set
   P2 to if P2 is in the air, instead of on the ground. Defaults to
   the same value as the "animtype" parameter if omitted.
 fall.animtype = anim_type (string)
   Similar to the "animtype" parameter, this is the animtype to set 
   P2 to if P2 is hit while falling. Defaults to Up if air.animtype 
   is Up, or Back otherwise. 
 priority = hit_prior (int), hit_type (string)
   Specifies the priority for this hit. Hits with higher priorities 
   take precedence over hits with lower priorities. Valid values for 
   hit_prior are 1-7. Defaults to 4.
   hit_type, if specified, gives the priority class of the hit. Valid 
   priority classes are Dodge, Hit, and Miss. The priority class
   determines the tiebreaking behavior when P1 and P2 hit each other
   simultaneously with equal priorities. The behavior is as follows:
   Hit vs. Hit: both P1 and P2 are hit
   Hit vs. Miss: Hit hits, Miss misses
   Hit vs. Dodge: No hits
   Dodge vs. Dodge: No hits
   Dodge vs. Miss: No hits
   Miss vs. Miss: No hits
   In the case of a no-hit tie, the respective HitDefs stay enabled.
 damage = hit_damage, guard_damage (int)
   hit_damage is the damage that P2 takes when hit by P2. The
   optional guard_damage parameter is the damage taken by P2 if the
   hit is guarded. Both default to zero if omitted.
 pausetime = p1_pausetime, p2_shaketime (int)
   This is the time that each player will pause on the hit.
   p1_pausetime is the time to freeze P1, measured in game-ticks.
   p2_pausetime is the time to make P2 shake before recoiling from
   the hit. Defaults to 0,0 if omitted.
 guard.pausetime = p1_pausetime, p2_shaketime (int)
   Similar to the "pausetime" parameter, these are the times
   to pause each player if the hit was guarded.
   Defaults to the same values as the "pausetime" parameter if
   omitted.
 sparkno = action_no (int)
   This is the action number of the spark to display if the hit
   is successful. To play a spark out of the player's .AIR file,
   precede the action number with an S.
   Defaults to the value set in the player variables if omitted.
 guard.sparkno = action_no (int)
   This is the action number of the spark to display if the hit
   was guarded. To play a spark out of the player's .AIR file,
   precede the action number with an S.
   Defaults to the value set in the player variables if omitted.
 sparkxy = spark_x, spark_y (int)
   This is where to make the hit/guard spark.
   spark_x is a coordinate relative to the front of P2. A negative
   value makes the spark deeper inside P2. "Front" refers to the x-
   position at P2's axis offset towards P1 by the corresponding
   width value in the [Size] group in P2's player variables.
   spark_y is relative to P1. A negative value makes a spark higher
   up. You can use a tool like AirView to determine this value by
   positioning the cursor at the "attack spot" and reading off the
   value of the y-position.
   Defaults to 0,0 if omitted.
 hitsound = snd_grp, snd_item (int)
   This is the sound to play on hit (from common.snd). The included
   fight.snd lets you choose from 5,0 (light hit sound) through to
   5,4 (painful whack). To play a sound from the player's own SND
   file, precede the first number with an "S". For example,
   "hitsound = S1,0".
   Defaults to the value set in the player variables if omitted.
 guardsound = snd_grp, snd_item (int)
   This is the sound to play on guard (from common.snd). Only 6,0 is
   available at this time. To play a sound from the player's own SND
   file, precede the first number with an "S". There is no facility
   to play a sound from the opponent's SND file.
   Defaults to the value set in the player variables if omitted.
 ground.type = attack_type (string)

This is the kind of attack if P2 is on the ground. Choose from "High" for attacks that make P2's head snap backwards, "Low" for attacks that look like that hit in the stomach, "Trip" for low sweep attacks, or "None" to not do anything to P2. "High" and "Low" attacks have no effect on P2 if the AnimType is "Back". If P2 is hit from behind, "High" will be displayed as "Low" and vice-versa. Defaults to "High" if omitted.

 air.type = attack_type (string)
   This is the kind of attack if P2 is in the air. Defaults to the
   same value as "ground.type" if omitted.
 ground.slidetime = slide_time (int)
   This is the time in game-ticks that P2 will slide back for after
   being hit (this time does not include the pausetime for P2).
   Applicable only to hits that keep P2 on the ground.
   Defaults to 0 if omitted.
 guard.slidetime = slide_time (int)
   Same as "ground.slidetime", but this is the value if P2 guards the
   hit. Defaults to same value as "guard.hittime".
 ground.hittime = hit_time (int)
   Time that P2 stays in the hit state after being hit. Increase this
   value to keep P2 in the hit state for a longer time, perhaps to
   make it easier to combo. Applicable only to hits that keep P2 on
   the ground. Defaults to 0 if omitted.
 guard.hittime = hit_time (int)
   Same as "ground.hittime", but this is the value if P2 guards the
   hit. Defaults to same value as "ground.hittime".
 air.hittime = hit_time (int)
   Time that p2 stays in the hit state after being hit in or into the
   air, before being able to guard again. This parameter has no effect
   if the "fall" parameter is set to 1. Defaults to 20 if omitted.
 guard.ctrltime = ctrl_time (int)
   This is the time before p2 regains control in the ground guard
   state. Defaults to the same value as "guard.slidetime" if omitted.
 guard.dist = x_dist (int)
   This is the x-distance from P1 in which P2 will go into a guard
   state if P2 is holding the direction away from P1. Defaults to
   the value in the player variables if omitted. You normally do
   not need to use this parameter.
 yaccel = accel (float)
   Specifies the y acceleration to impart to P2 if the hit connects.
   Defaults to 0.
 ground.velocity = x_velocity, y_velocity (float)
   Initial velocity to give P2 after being hit, if P2 is on the
   ground. If y_velocity is not zero, P2 will be knocked into the
   air. Both values default to 0 if omitted. You can leave out
   the y_velocity if you want P2 to remain on the ground.
 guard.velocity = x_velocity (float)
   Velocity to give P2 if P2 guards the hit on the ground.
   Defaults to the x_velocity value of the "ground.velocity"
   parameter if omitted.
 air.velocity = x_velocity, y_velocity (float)
   Initial velocity to give P2 if P2 is hit in the air.
   Defaults to 0,0 if omitted.
 airguard.velocity = x_velocity, y_velocity (float)
   Velocity to give P2 if P2 guards the hit in the air. Defaults
   to x_velocity*1.5, y_velocity/2, where x_velocity and y_velocity
   are values of the "air.velocity" parameter.
 ground.cornerpush.veloff = x_velocity (float)
   Determines the additional velocity (velocity offset) to impart to
   the player if he lands a ground hit in the corner. Setting this
   to a higher value will cause the player to be "pushed back" farther
   out of the corner. If omitted, default value depends on the attr
   parameter. If arg1 of attr is "A", default value is 0. Otherwise,
   defaults to 1.3*guard.velocity.
 air.cornerpush.veloff = x_velocity (float)
   Determines the additional velocity (velocity offset) to impart to
   the player if he lands a hit to an aerial opponent in the corner.
   Setting this to a higher value will cause the player to be "pushed
   back" farther out of the corner. Defaults to
   ground.cornerpush.veloff if omitted.
 down.cornerpush.veloff = x_velocity (float)
   Determines the additional velocity (velocity offset) to impart to
   the player if he lands a hit on a downed opponent in the corner. 
   Setting this to a higher value will cause the player to be "pushed 
   back" farther out of the corner. Defaults to
   ground.cornerpush.veloff if omitted.
 guard.cornerpush.veloff = x_velocity (float)
   Determines the additional velocity (velocity offset) to impart to
   the player if his hit is guarded in the corner. Setting this
   to a higher value will cause the player to be "pushed back" farther
   out of the corner. Defaults to ground.cornerpush.veloff if omitted.
 airguard.cornerpush.veloff = x_velocity (float)
   Determines the additional velocity (velocity offset) to impart to
   the player if his hit is guarded in the corner. Setting this
   to a higher value will cause the player to be "pushed back" farther
   out of the corner. Defaults to guard.cornerpush.veloff if omitted.
 airguard.ctrltime = ctrl_time (int)
   This is the time before p2 regains control in the air guard state.
   Defaults to the same value as "guard.ctrltime" if omitted.
 air.juggle = juggle_points (int)
   The amount of additional juggle points the hit requires. Do not
   confuse this with the "juggle" parameter in the StateDef.
   You typically do not need this parameter, except for HitDefs of
   projectiles. Defaults to 0 if omitted.
 mindist = x_pos, y_pos (int)
 maxdist = x_pos, y_pos (int)
   These let you control the minimum and maximum distance of P2
   relative to P1, after P2 has been hit. These parameters are not
   commonly used.
   Defaults to no change in P2's position if omitted.
 snap = x_pos, y_pos (int)

This moves P2 to the specified position relative to P1 if hit. This parameter is not normally used. If you want to snap P2 to a particular position for a throw, it is recommended you use a "TargetBind" controller in P1's throwing state instead. Defaults to no change in P2's position if omitted.

 p1sprpriority = drawing_priority (int)

This is the drawing priority of P1's sprite if the move hits or is guarded by P2. Together with the p2sprpriority parameter, it controls whether or not P1 is drawn in front of or behind P2. The default value is 1.

 p2sprpriority = drawing_priority (int)

This is the drawing priority of P2's sprite if the move hits or is guarded by P2. The default value is 0.

 p1facing = facing (int)
   Set to -1 to make P1 turn around if the hit is successful.
   Usually useful only for throws.
   The default value is no change in where P1 is facing.
 p1getp2facing = facing (int)
   Set to 1 to have P1 face in the same direction as P2 is facing 
   after the hit connects, and -1 to have P1 face the opposite
   direction from P2. Defaults to 0 (no change). If nonzero, this 
   parameter takes precedence over p1facing.
 p2facing = facing (int)
   Set to 1 to make P2 face the same direction as P1 if the hit
   is successful, -1 to make P2 face away.
   The default value is no change in where P2 is facing.
 p1stateno = state_no (int)
   This is the number of the state to set P1 to if the hit is
   successful. Used mainly for throws.
 p2stateno = state_no (int)
   This is the number of the state to set P2 to if the hit is
   successful. P2 will get P1's states and animation data.
   Used mainly for throws.
 p2getp1state = value (int)
   Set to 0 to prevent P2 from getting P1's state and animation
   data, in case you do not want that default behaviour of the
   "p2stateno" parameter. Defaults to 1 if the "p2stateno"
   parameter is used. Ignored otherwise.    
 forcestand = value (int)
   Set to 1 to force P2 to a standing state-type if the hit is
   successful, and P2 is in a crouching state.
   Normally defaults to 0, but if the y_velocity of the
   "ground.velocity" parameter is non-zero, it defaults to 1.
 fall = value (int)
   Set to 1 if you want P2 to go into a "fall" state (where
   P2 hits the ground without recovering control in the air).
   Use if you want a move to "knock down" P2.
 fall.xvelocity = x_velocity (float)
   This is the x-velocity that P2 gets when bouncing off the ground
   in the "fall" state. Defaults to no change if omitted.
 fall.yvelocity = y_velocity (float)
   This is the y-velocity that P2 gets when bouncing off the ground
   in the "fall" state. Defaults to -4.5 if omitted.
 fall.recover = value (int)
   Set to 0 if you do not want P2 to be able to recover from the
   "fall" state. Defaults to 1 if omitted (can recover).
 fall.recovertime = recover_time (int)
   This is the time that must pass before P2 is able to recover from
   the "fall" state. Does not include the time that P2 is paused for
   while shaking from the hit. Defaults to 4 if omitted.
 fall.damage = damage_amt (int)
   Indicates the amount of damage to deal when P2 hits the ground 
   out of a falling state. Defaults to 0 if omitted.
 air.fall = value (int)
   Set to 1 if you want P2 to go into a "fall" state (where P2 hits 
   the ground without recovering control in the air) if hit in the 
   air. Defaults to the same value as fall.
 down.velocity = x_velocity, y_velocity (float)
   This is the velocity to assign P2 if P2 is hit while lying down.
   If the y_velocity is non-zero, P2 will be hit into the air. If
   it is zero, then P2 will slide back on the ground.
   Defaults to the same values as the "air.velocity" parameter if
   omitted.
 down.hittime = hit_time (int)
   This is the time that P2 will slide back for if P2 is hit while
   lying down. This parameter is ignored if the y_velocity is non-
   zero for the "down.velocity" parameter.
 down.bounce = value (int)
   Set to 1 if you want P2 to bounce off the ground one time
   (using the fall.xvelocity and fall.yvelocity values) after hitting
   the ground from the hit.
   This parameter is ignored if the y_velocity is zero for the
   "down.velocity" parameter.
   Defaults to 0 if omitted (P2 hits the ground and stays there).
 id = id_number (int)
   Main use of this is for chain moves. You can use this number to
   later detect if a player was last hit by this particular HitDef.
   This number is called the targetID. It is used in controllers
   such as TargetBind, or in the target(ID) redirection keyword.
   Valid values are all values >= 1. If omitted, defaults to 0 (no
   ID). Do not confuse targetID with PlayerID.
 chainID = id_number (int)
   Main use of this is for chain moves. If P2 was last hit by a
   move by P1 with this ID, only then can he be hit by the HitDef
   with this chainID. You can use this in the following parts of a
   chain move. Note that chain moves are still possible even without
   the use of the "id" and "chainid" parameters. Valid values are
   all values >= 1. If omitted, defaults to -1 (chain from any hit). 
 nochainID = nochain_1, nochain_2 (int)
   nochainID specifies up to 2 ID numbers of hits which cannot 
   be chained into this hit. If these are -1 (the default), then 
   chaining is not explicitly disabled for any hit ID numbers. 
   nochain_2 can be omitted. Except for -1, the values specified
   must not coincide with the value for chainID. This parameter
   has no effect if P2 is hit by a third party between P1's
   previous HitDef and the current HitDef.
 hitonce = hitonce_flag (boolean)
   If set to 1, the HitDef only affects one opponent. If the hit is 
   successful, all other targets will be dropped. Defaults to 0 most   
   of the time. Only exception is if the "attr" parameter is a throw 
   type, which makes it default to 1.
 kill = kill_flag (int)
   Set to 0 if this hit should not be able to KO the opponent when
   the hit is successful. Defaults to 1.
 guard.kill = gkill_flag (int)
   Set to 0 if this hit should not be able to KO the opponent when 
   he guards. Defaults to 1.
 fall.kill = fkill_flag (int)
   Set to 0 if this attack should not be able to KO the opponent
   when he falls on the ground (see fall.damage). Defaults to 1.
 numhits = hit_count (int)
   hit_count indicates how many hits this hitdef should add to the 
   combo counter. Defaults to 1.
 getpower = p1power, p1gpower (int)
   p1power specifies the amount of power to give P1 if this HitDef 
   connects successfully. p1gpower specifies the amount of power to 
   give P1 if this HitDef is guarded. If omitted, p1power defaults
   to hit_damage (from "damage" parameter) multiplied by the value
   of Default.Attack.LifeToPowerMul specified in data/mugen.cfg.
   If p1gpower is omitted, it defaults to the value specified for 
   p1power divided by 2.
 givepower = p2power, p2gpower (int)
   p2power specifies the amount of power to give P2 if this HitDef 
   connects successfully. p2gpower specifies the amount of power to 
   give P2 if this HitDef is guarded. If omitted, p1power defaults
   to hit_damage (from "damage" parameter) multiplied by the value
   of Default.GetHit.LifeToPowerMul specified in data/mugen.cfg.
   If p1gpower is omitted, it defaults to the value specified for 
   p1power divided by 2.
 palfx.time = palfx_time (int)
 palfx.mul = r1, g1, b1 (int)
 palfx.add = r2, g2, b2 (int)
   If included, this allows for palette effects on P2 if the hit is
   successful. palfx_time is the time in game-ticks to apply palette
   effects on P2. palfx_time is 0 by default (no effect). The rest
   of the parameters are the same as in the PalFX controller. 
 envshake.time = envshake_time (int)
 envshake.freq = envshake_freq (float)
 envshake.ampl = envshake_ampl (int)
 envshake.phase = envshake_phase (float)
   If included, this shakes the screen if the hit is successful.
   envshake_time is the time in game-ticks to shake the screen.
   The rest of the parameters are the same as in the EnvShake
   controller.
 fall.envshake.time = envshake_time (int)
 fall.envshake.freq = envshake_freq (float)
 fall.envshake.ampl = envshake_ampl (int)
 fall.envshake.phase = envshake_phase (float)
   Similar to the envshake.* parameters, except the effects are
   applied only when P2 hits the ground.
 attack.width = z1, z2 (int)
   Not currently used.

Example:

 none


HitFallDamage

When the player has been hit and is in a falling state, apply damage from the fall (specified in the hitdef) to the player.

Required parameters:

 none

Optional parameters:

 none

Example:

 none


HitFallSet

When the player has been hit, sets the player's fall variables.

Required parameters:

 none

Optional parameters:

 value = fallset_flag (int)
   If fallset_flag is -1, then this controller does not change 
   whether the player will fall or not. A 0 fallset_flag means that 
   the player should not fall, and a 1 means that he should. Defaults 
   to -1.
 xvel = x_velocity (float)
 yvel = y_velocity (float)
   If specified, sets the player's fall.xvel and fall.yvel 
   parameters, respectively. See HitDef for a description of these
   parameters.  

Example:

 none


HitFallVel

If the player has been hit and is in a falling state, sets the player's velocities to the fall velocities (fall.xvel and fall.yvel) specified in the HitDef.

Required parameters:

 none

Optional parameters:

 none

Example:

 none


HitOverride

Defines a hit override. If the player is hit by an attack of the specified type, he will go to the specified state number instead of his default gethit behavior. Up to 8 hit overrides can be active at one time.

Required parameters:

 attr = attr_string
   Standard hit attribute string specifying what types of hits to 
   override. See HitDef's description for the "attr" parameter.

Optional parameters:

 slot = slot_no (int)
   Specifies a slot number (0 to 7) to place this hit override in. 
   Defaults to 0 if omitted.
 stateno = value (int)
   Specifies which state to go into if hit by a HitDef with the 
   specified attributes. Defaults to -1 (no change) if omitted.
 time = effective_time (int)
   Specifies how long this hit override should be active. Defaults to 
   1 (one tick). Set this to -1 to have this override last until 
   overwritten by another one. 
 forceair = value (boolean)
   If set to 1, the player's gethit variables will be set as if he was
   in an aerial state when hit. Useful if you want to force the player 
   to fall down from any hit. Defaults to 0 if omitted.

Example:

 none


HitVelSet

When the player has been hit, sets the desired components of the player's velocity to the appropriate gethit velocities.

Required parameters:

 none

Optional parameters:

 x = x_flag (int)
 y = y_flag (int)
   A nonzero flag means to change that component of the player's 
   velocity to the gethit velocity.

Example:

 none

Notes:

 Obsolete.


LifeAdd

Adds the specified amount to the player's life, scaled by the player's defense multiplier if necessary.

Required parameters:

 value = add_amt (int)
   Specifies amount of life to add to the player's life bar.

Optional parameters:

 kill = kill_flag (int)
   If kill_flag is 0, then the addition will not take the player 
   below 1 life point. Defaults to 1.
 
 absolute = abs_flag (int)
   If abs_flag is 1, then exactly add_amt is added to the player's 
   life (the defense multiplier is ignored). Defaults to 0.

Example:

 none


LifeSet

Sets the player's life to the specified value.

Required parameters:

 value = life_amt (int)
   Specifies amount of life that the player will have after 
   execution.

Optional parameters:

 none

Example:

 none


MakeDust

Creates dust effects.

Required parameters:

 none

Optional parameters:

 pos = x_pos, y_pos (int)
   Specifies the position that the dust should be drawn at, relative 
   to the player's axis. Defaults to 0,0.
 pos2 = x_pos, y_pos (float)
   Specifies the position to simultaneously draw a second dust cloud 
   at. If omitted, the second dust cloud is not drawn.
 spacing = value (int)
   Determines the number of frames to wait between drawing dust 
   clouds. For instance, spacing = 3 (the default) will draw a new 
   cloud of dust every third frame. spacing should be 1 or greater.

Example:

 none


ModifyExplod

Modifies the parameters of an existing Explod. Syntax is basically the same as Explod. However, this controller is subject to future change. Any code relying on this controller is not guaranteed to work in the future.


MoveHitReset

Resets the movehit flag to 0. That is, after executing MoveHitReset, the triggers MoveContact, MoveGuarded, and MoveHit will all return 0.

Required parameters:

 none

Optional parameters:

 none

Example:

 none


NotHitBy

Temporarily specifies types of hits that should not be allowed to hit the player.

Required parameters:

 value = attr_string  OR  value2 = attr_string
   Only one of the above parameters can be specified. attr_string 
   should be a standard hit attribute string.

Optional parameters:

 time = effective_time (int)
   Specifies the number of game ticks that these NotHitBy attributes
   should be effective for. Defaults to 1.

Details:

 The player has two hit attribute slots, which can be set using the   
 "value" or "value2" parameters to the NotHitBy controller. These
 slots can also be set by the HitBy controller. When a slot is set,
 it gets a timer (the effective time) which counts down toward zero. 
 If the timer has not yet reached zero, the slot is considered to be
 active. The player can be hit by a HitDef only if that HitDef's
 attribute appears in all currently active slots. 
 Using the NotHitBy controller sets the specified slot to contain all 
 hit attributes except those specified in the NotHitBy attribute 
 string.

Example:

 ; Not hit by anything
 trigger1 = 1
 type = NotHitBy
 value = SCA
 ; Not hit by normal attacks, and all projectiles
 trigger1 = 1
 type = NotHitBy
 value = , NA, AP


Null

Does nothing. This is useful for temporarily disabling state controllers by simply changing their type to Null.

Required parameters:

 none

Optional parameters:

 none


Offset

Changes the player's display offset. The player is drawn shifted from his axis by this amount.

Required parameters:

 none

Optional parameters:

 x = x_val (float)
 y = y_val (float)
   Specifies the x and y offsets, respectively. You can specify one 
   or both of the optional parameters.

Example:

 none


PalFX

Applies temporary effects the player's palette. These will also affect the palette of any explods and helpers the player has, unless they have specified ownpal = 1.

Required parameters:

 none

Optional parameters:

 time = duration (int)
   Specifies the number of ticks that the palette effects should 
   last. Specify -1 to have the palette effects last indefinitely.
   Specify 0 to stop any ongoing palette effects.
 add = add_r, add_g, add_b (int)
 mul = mul_r, mul_g, mul_b (int)
   Each add component is added to the appropriate component of the 
   player's palette, and the result is multiplied by the appropriate 
   mul component divided by 256. For instance, if pal_r is the  
   red component of the character's original palette, then the new 
   red component is (pal_r + add_r)*mul_r/256. The values for mul
   must be >= 0.
   The defaults for these parameters are for no change:
   add = 0,0,0
   mul = 256,256,256
 sinadd = ampl_r, ampl_g, ampl_b, period (int)
   Creates an additional sine-wave palette addition effect. Period 
   specifies the period of the sine wave in game ticks, and the 
   amplitude parameters control the amplitude of the sine wave for 
   the respective components. For instance, if t represents the
   number of ticks elapsed since the activation of the PalFX
   controller, and pal_r is the red component of the character's 
   original palette, then the red component of the character's 
   palette at time t is
   (pal_r + add_r + ampl_r*sin(2*pi*t/period))*mul_r/256.
 invertall = bvalue (bool)
   If bvalue is non-zero, then the colors in the palette will be
   inverted, creating a "film negative" effect. Color inversion
   is applied before effects of add and mul. bvalue defaults to 0.
 color = value (int)
   This affects the color level of the palette. If value is 0,
   the palette will be greyscale. If value is 256, there is no
   change in palette. Values in between will have an intermediate
   effect. This parameter's effects are applied before invertall,
   add and mul. Values must be in range 0 to 256. Default value is
   256.

Example:

 none  


ParentVarAdd

If the player is a helper, adds to one of the player's parent's working variables. Either a float variable or an int variable can be added to by this controller. If the player is not a helper, this controller does nothing.

Required parameters (int version):

 v = var_no (int)
   var_no should evaluate to an integer between 0 and 59.
 value = int_expr (int)
   int_expr is the value to add to the int variable indicated by 
   var_no.

Required parameters (float version):

 fv = var_no (int)
   var_no should evaluate to an integer between 0 and 39.
 value = float_expr (float)
   float_expr is the value to add to the float variable indexed by 
   var_no.

Optional parameters:

 none in both cases

Alternate syntax:

 var(var_no) = int_expr  (int version)
 fvar(var_no) = float_expr (float version)

Notes:

 Due to historical reasons, note that the alternate VarAdd 
 syntax listed above matches neither the syntax for variable 
 assignment within an expression, nor the syntax for variable 
 addition within an expression.
 If you have placed P2 in a custom state through a successful hit, do 
 not use variable assignment within the custom states. Otherwise, you 
 will overwrite P2's parent's variables, which is rather rude.

Example:

 none


ParentVarSet

If the player is a helper, sets one of the parent's working variables. Either a float variable or an int variable can be set by this controller. Does nothing if the player is not a helper.

Required parameters (int version):

 v = var_no (int)
   var_no should evaluate to an integer between 0 and 59.
 value = int_expr (int)
   int_expr is the value to assign to the int variable indicated by 
   var_no.

Required parameters (float version):

 fv = var_no (int)
   var_no should evaluate to an integer between 0 and 39.
 value = float_expr (float)
   float_expr is the value to assign to the float variable indexed by 
   var_no.

Optional parameters:

 none in both cases

Alternate syntax:

 var(var_no) = int_expr  (int version)
 fvar(var_no) = float_expr (float version)

Notes:

 Due to historical reasons, note that the alternate variable 
 assignment syntax listed above does not exactly match the syntax for 
 variable assignment within an expression.
 If you have placed P2 in a custom state through a successful hit, do 
 not use variable assignment within the custom states. Otherwise, you 
 will overwrite P2's parent's variables, which is rather rude.

Example:

 none


Pause

Pauses the game for the specified amount of time. Player and background updates are not carried out during this time.

Required parameters:

 time = t (int)
   This is the number of game ticks to pause for.
   Valid values for t are all positive numbers, starting
   from 0.

Optional parameters:

 endcmdbuftime = bt (int)

This is the number of ticks during the end of the pause in which the player's move commands will be buffered. Buffered commands will be detected by the "command" trigger immediately after the pause ends. The buffering applies only to players who are unable to move during the pause (see movetime parameter). Valid values for endcmdbuftime are from 0 to t, where t is the value of the time parameter. Defaults to 0.

 movetime = mt (int)
   This is the number of ticks during the start of the pause in which
   the player is allowed to move. Collision detection is carried out
   during this time, so it is possible to hit other players.
   Valid values for mt are from 0 to t, where t is the value of
   the time parameter. Defaults to 0.
 pausebg = p (boolean)

If set to 1, the background is stopped during the pause. If 0, the background continues updating during the pause. Defaults to 1.

Notes:

 Executing a Pause controller during the pausetime of another
 will cancel out the effect of the previous Pause controller.
 Executing a Pause during a superpause will delay the effects
 of the pause until after the superpause has ended.

-Example:

 none


PlayerPush

Disables the player's push checking for one tick. Push checking keeps players from overlapping one another. By temporarily disabling push checking, dodge-type moves in which the player passes through another (but can still be hit) can be implemented.

Required parameters:

 value = push_flag (int)
   If push_flag is nonzero, then push checking is enabled. If 
   push_flag is zero, then push checking is disabled. 

Optional parameters:

 none

Example:

 none


PlaySnd

Plays back a sound

Required parameters:

 value = group_no, sound_no
   group_no and sound_no correspond to the identifying pair
   that you assigned each sound in the player's snd file.
   To play back a sound from "common.snd", precede group_no
   with an "F".

Optional parameters:

 volume = volume_level
   volume_level (int) is 0 for normal volume, positive for
   louder, and negative for softer.
 
 channel = channel_no
   channel_no (int) specifies which of the player's sound channels 
   the sound should play on. Only one voice may play on a particular
   channel at a time. For example, if you play a sound on channel 2,
   then play any sound on the same channel before the first sound is 
   done, then by default the first sound is stopped as the second one 
   plays. 0 is a special channel reserved for player voices. Channel 
   0 voices are stopped when the player is hit. It's recommended you
   play your character's voice sounds on channel 0.
   If omitted, channel_no defaults to -1, meaning the sound will play 
   on any free channel.
 lowpriority = pr (int)
   This is only valid if the channel is not -1. If pr is nonzero,
   then a sound currently playing on this sound's channel (from a
   previous PlaySnd call) cannot be interrupted by this sound.
 freqmul = f (float)
   The sound frequency will be multiplied by f. For example. f = 1.1
   will result in a higher-pitched sound. Defaults to 1.0 (no change
   in frequency).
 
 loop = loop_flag (int)
   Set loop_flag to a nonzero value to have the sound sample loop
   over and over. Defaults to 0.
 
 pan = p (int)
   (mutually exclusive with abspan)
   This is the positional offset of the sound, measured in pixels.
   If p > 0, then the sound is offset to the front of the player.
   If p < 0, then sound is offset to the back.
   Defaults to 0.
 
 abspan = p (int)
   (mutually exclusive with pan)
   Like pan, except the sound is panned from the center of the 
   screen, not from the player's position.

Example:

 ; Plays back sound 2,0 from the player's SND file
 type = PlaySnd
 value = 2,0
 ; Plays back sound 5,2 from fight.snd
 type = PlaySnd
 value = F5,2


PosAdd

Offsets the player's position by the specified amounts. The X coordinate is relative to the player's axis, with positive values moving in the direction that the player is facing. The Y coordinate is relative to the player's axis, with negative values moving up.

Required parameters:

 none    

Optional parameters:

 x = x_value (float)
 y = y_value (float)
   You can specify one or both of the optional parameters
   at a time.

Example:

 none


PosFreeze

Allows you to freeze the player's position temporarily.

Required parameters:

 none

Optional parameters:

 value = freeze_flag (int)
   If freeze_flag is 0, the player's position will not be frozen,
   else it will be. Defaults to 1.

Example:

 none


PosSet

Sets the player's position to the specified coordinates. The X coordinate is relative to the center of the screen, with positive values moving right. The Y coordinate is relative to the floor, with negative values moving up.

Required parameters:

 none    

Optional parameters:

 x = x_value (float)
 y = y_value (float)
   You can specify one or both of the optional parameters
   at a time.

Example:

 none


PowerAdd

Adds the specified amount to the player's power.

Required parameters:

 value = add_amt (int)
   add_amt is the number to add to the player's power.

Optional parameters:

 none

Example:

 none


PowerSet

Sets the amount of power that the player has.

Required parameters:

 value = pow_amt (int)
   pow_amt is the number to set the player's power.

Optional parameters:

 none

Example:

 none


Projectile

Creates a projectile for the player. The Projectile controller takes all the parameters of the HitDef controller, which control the HitDef for the projectile. In addition, Projectile has the following additional parameters:

Required parameters:

 none

Optional parameters:

 ProjID = id_no (int)
   Specifies an ID number to refer to this projectile by. Should be 
   positive, if specified.
 projanim = anim_no (int)
   Specifies the animation action number to use for the projectile's 
   animation. Defaults to 0 if omitted.
 projhitanim = anim_no (int)
   Specifies the animation action number to play when the projectile 
   hits the opponent. Defaults to -1 (no change in animation) if 
   omitted.
 projremanim = anim_no (int)
   Specifies the animation action number to play when the projectile 
   is removed (due to its time expiring or hitting the its removal 
   boundaries, etc.) If omitted, projhitanim is used instead.
 projcancelanim = anim_no (int)
   Specifies the animation action number to play when the projectile 
   is cancelled by hitting another projectile. If omitted, 
   projremanim is used instead.
 projscale = x_scale, y_scale (float)
   Specifies the scale factor of the projectile. The final scale of
   the projectile is affected by both this parameter and the 
   "proj.doscale" parameter in the [Size] group of p1's constants
   file. Defaults to 1,1 (normal size) if omitted.
 projremove = remove_flag (int)
   Set to a nonzero value to have the projectile be removed after it 
   hits, or to 0 to disable this behavior. Defaults to 1.
   
 projremovetime = remove_time (int)
   Specifies the number of ticks after which the projectile should be 
   removed from the screen. Defaults to -1 (never time out).
 velocity = x_vel, y_vel (float)
   Specifies the initial x and y velocities for the projectile to 
   travel at. Defaults to 0,0 if omitted.

 remvelocity = x_vel, y_vel (float)
   Specifies the x and y velocities at which the projectile should 
   travel while being removed. Defaults to 0,0 if omitted.

 accel = x_accel, y_accel (float)
   Specifies the acceleration to apply to the projectile in the x and 
   y directions. Defaults to 0,0 if omitted.
 velmul = x_mul, y_mul (float)
   Specifies x and y velocity multipliers. The projectile's velocity 
   is multiplied by these multipliers on every tick. The multipliers 
   default to 1 if omitted.
 projhits = num_hits (int)
   Specifies the number of hits that this projectile should be able 
   to do before being removed. Defaults to 1.
 
 projmisstime = miss_time (int)
   If the projectile does multiple hits, specifies the least number 
   of ticks that must elapse between hits. Defaults to 0, but you 
   will most likely need a nonzero value.
 projpriority = proj_priority (int)
   Specifies the projectile priority. If the projectile collides with
   another projectile of equal priority, they will cancel. If it 
   collides with another of lower priority, it will cancel the lower-
   priority projectile, and the higher-priority one will have its
   priority decreased by 1.
   Defaults to 1.

 projsprpriority = priority (int)
   Specifies the sprite priority of the projectile. Higher-priority 
   sprites are drawn on top of lower-priority sprites. Defaults to 3.
 
 projedgebound = value (int)
   This is the distance (in pixels) off the edge of the screen before 
   the projectile is deleted. Defaults to 40. 
 projstagebound = value (int)
   Specifies the greatest distance the projectile can travel off the 
   edge of the stage (not screen) before being deleted. Defaults to
   40.
 projheightbound = lowbound, highbound (int)
   Specifies the least and greatest y values the projectile is 
   allowed to reach. If the projectile leaves these boundaries, it is
   removed. Note: since y values decrease with increasing height on
   the screen, lowbound actually specifies the greatest height the 
   projectile can attain. These parameters default to -240,1 if 
   omitted.
  
 offset = off_x, off_y (int)
   Specifies the x and y offsets at which the projectile should be 
   created. Both parameters default to 0 if omitted. The exact 
   behavior of the offset parameters is dependent on the postype.
  postype = type_string
   type_string specifies the postype -- how to interpret the pos
   parameters.
   In all cases, a positive y offset means a downward displacement.
   Valid values for postype are the following:
     - p1
       Interprets pos relative to p1's axis. A positive x offset is
       toward the front of p1. This is the default value for postype.
     - p2
       Interprets pos relative to p2's axis. A positive x offset is
       toward the front of p2.
     - front
       Interprets xpos relative to the edge of the screen that p1 is 
       facing toward, and ypos relative to p1's y axis. A positive x
       offset is away from the center of the screen, whereas a 
       negative x offset is toward the center.
     - back
       Interprets xpos relative to the edge of the screen that p1 is
       facing away from, and ypos relative to p1's y axis. A positive
       x offset is toward the center of the screen, whereas a 
       negative x offset is away from the center.
     - left
       Interprets xpos and ypos relative to the upper-left corner of
       the screen. A positive x offset is toward the right of the 
       screen.
     - right
       Interprets xpos and ypos relative to the upper-right corner of
       the screen. A positive x offset is toward the right of the 
       screen.
 projshadow = shad_r, shad_g, shad_b (int)
   Specifies the R, G, and B components of the projectile's shadow.
   These components should be integers between 0 and 255, 
   inclusive. If shad_r evaluates to -1, then the stage's shadow
   color will be used. The higher a component value, the less of
   that color is displayed in the shadow. So a perfectly black shadow
   is 255,255,255. Defaults to 0,0,0 (no shadow).
 supermovetime = move_time (int)
   Determines the number of ticks that the projectile should be 
   "unfrozen" during a SuperPause. Defaults to 0.
 pausemovetime = move_time (int)
   Determines the number of ticks that the projectile should be 
   "unfrozen" during a Pause. Defaults to 0.
 afterimage.time = aftimg_time (int)
 ...
   If included, this adds afterimage effects to the projectile.
   The parameters are the same as in the AfterImage controller,
   except they are all prepended with "afterimage."

Notes:

 All projectiles created by helpers immediately become owned by the root.

Example:

 none


RemoveExplod

Removes all of a player's explods, or just the explods with a specified ID number.

Required parameters:

 none

Optional parameters:

 ID = remove_id (int)
   remove_id is the ID number of the explods to remove. If omitted,
   removes all explods.


ReversalDef

Defines a reversal. If one of P2's Clns1 boxes comes in contact with one of P1's Clsn1 boxes and a ReversalDef is active, then P1 will reverse P2's attack. Use with p1stateno (and optionally p2stateno) for creating reversal attacks.

ReversalDefs take the HitDef parameters pausetime, sparkno, hitsound, p1stateno, and p2stateno, plus:

Required parameters:

 reversal.attr = attr_string
   attr_string specifies the list of attack attributes that can be 
   reversed by this ReversalDef. It is a standard hit attribute 
   string. For instance, 
     reversal.attr = SA,NA,SA
   means stand+air, normal attack, special attack.

Optional parameters:

 none

Notes:

 The sparkxy parameter is treated as an offset to P2's hitdef's sparkxy.

Example:

 none


ScreenBound

Determines whether or not the player's movement should be constrained to the screen or not. Also determines whether the camera should move to follow the player or not. The results of this controller are valid for 1 tick.

Required parameters:

 none

Optional parameters:

 value = bound_flag (int)
   If bound_flag is 0, the player will be allowed to move off the 
   screen. 
 movecamera = move_x_flag, move_y_flag (int)
   Determines whether the camera should pan to follow the player in 
   the x direction and in the y direction, respectively. Defaults to 
   0 in both instances if omitted.

Examples:

 none


SelfState

Like ChangeState, except that this changes a player back to a state in his own state data. Use this when you have placed a player in a custom state via an attack and wish to restore him to normal.


SprPriority

Changes the player's sprite priority. Higher-priority sprites are drawn on top of lower-priority sprites.

Required arguments:

 value = priority_level (int)
   Valid priority levels are -5 to 5.

Optional arguments:

 none

Example:

 none


StateTypeSet

Changes the current state type and move type. Useful for states that go from the ground into the air, etc.

Required parameters:

 none

Optional parameters:

 statetype = state_type (string)
   state_type should be A for air, C for crouch, S for stand, or L
   for liedown. Defaults to no change.
 movetype = move_type (string)
   move_type should be I for idle, A for attack, or H for gethit. 
   Defaults to no change. 
 physics = physics (string)
   physics should be A for air, C for crouch, S for stand, or N
   for none. Defaults to no change.

Example:

 none


SndPan

Changes the panning of a currently playing sound. This controller may be continually triggered to smoothly move a sound across the sound field or to have a sound follow the player.

Required parameters:

 channel = chan_no (int)
   Specifies the channel number of the sound to pan.
 pan = p OR abspan = p (int)
   These parameters cannot both be specified at the same time. p 
   determines the sound offset in pixels from the player (in the 
   case of pan) or from the center of the screen (in the case of
   abspan). See PlaySnd for a description of the panning parameters.

Optional parameters:

 none

Example:

 none  


StopSnd

Stops any sound which is playing on the specified channel.

Required parameters:

 channel = chan_no (int)
   Stops playback of any sound on chan_no. If chan_no is -1, then all
   sounds are stopped, including those belonging to other players. Do
   not abuse this feature.

Optional parameters:

 none

Example:

 none


SuperPause

Freezes the gameplay and darkens the screen. While each player is frozen, no time passes for them. Use for a dramatic pause during the start of hyper attacks.

Required parameters:

 none

Optional parameters: SuperPause accepts all optional parameters that the Pause controller does. In addition, SuperPause also takes the following parameters:

 time = pause_time (int)
   Determines the number of ticks that the pause should last. Default 
   is 30 ticks (half a second at default speed).
 anim = anim_no (int)
   Sets the animation number (from fightfx.air) to play during the 
   SuperPause. The default is 30, which is a charging effect. If anim 
   is -1, no animation will be played. If you prepend "S" to anim_no,
   the animation used will be from the player's AIR file. For example,
   anim = S10.
 sound = snd_grp, snd_no (int, int)
   Plays a sound (from common.snd) during SuperPause. The default
   is -1, which means no sound is played. If you prepend "S" to
   snd_grp, then the sound used will be from the player's own SND
   file. For example, sound = S10,0.
 pos = x_pos, y_pos (float)
   Determines the offset (from the player axis) at which the super 
   charge anim should be played. Defaults to 0,0.
 darken = bvalue (boolean)
   If this is 1, the screen will darken during the SuperPause.
   Set this to 0 to disable this effect. The default value is 1.
 p2defmul = def_mul (float)
   This is the amount in which to temporarily multiply the defence of
   any targets the player has. This is used to make chaining into
   supers less damaging. Setting this at 1 will make no changes
   to the targets' defence. 0 is a special value that will set the
   defence to the number set in Super.TargetDefenceMul in the [Rules]
   section of mugen.cfg. The default value is 0. Valid values are all
   positive numbers, including zero.    
 poweradd = value (int)
   This is the amount to add to the player's power. Defaults to 0.
 unhittable = bvalue (boolean)
   If set to 1, the player cannot be hit during the SuperPause. Set to
   0 to disable this. Defaults to 1.

Notes:

 If the Pause controller was previously executed, and the action is   
 still paused, executing a SuperPause will preempt the Pause 
 controller's effects. During the SuperPause, the time left until
 the Pause controller's effects expires will not count down.

Example:

 none  


TargetBind

Binds the player's specified targets to a specified location relative to the player's axis.

Required parameters:

 none

Optional parameters:

 time = bind_time (int)
   Specifies number of ticks that this binding should be in effect. 
   Defaults to 1.
 
 ID = bind_id (int)
   Specifies the desired target ID to bind. Only targets with this 
   target ID will be bound. Defaults to -1 (bind all targets.)
 pos = x_pos, y_pos (float)
   Specifies the offset from the player's axis to bind the target to. 
   Defaults to 0,0 if omitted.


TargetDrop

Drops all targets from the player's target list, except possibly for those having a specified target ID number. Useful for applying effects to only certain targets.

Required parameters:

 none

Optional parameters:

 excludeID = id_no (int)
   Any targets with target ID number not equal to id_no will be 
   dropped from the player's target list. Defaults to -1 (drop all
   targets).
 keepone = value (int)
   If value is nonzero, then at most one target is kept on the 
   player's target list. If there are multiple targets whose target 
   ID number is the same as id_no, one will be picked at random and 
   the rest will be dropped. This behavior is useful in throws, to 
   keep from throwing multiple opponents simultaneously. If value is
   0, then all targets with the appropriate ID number will be kept. 
   keepone defaults to 1.
   

Example:

 none


TargetFacing

Turns all targets to face a specified direction relative to the player.

Required parameters:

 value = facing_val (int)
   If facing_val is positive, all targets will turn to face the same 
   direction as the player. If facing_val is negative, all targets 
   will turn to face the opposite direction as the player.

Optional parameters:

 ID = target_id (int)
   Specifies the desired target ID to affect. Only targets with this 
   target ID will be affected. Defaults to -1 (affects all targets.)

Example:

 none


TargetLifeAdd

Adds the specified amount to all targets' life, scaled by the targets' defense multipliers if necessary.

Required parameters:

 value = add_amt (int)
   add_amt is added toe ach target's life.

Optional parameters:

 ID = target_id (int)
   Specifies the desired target ID to affect. Only targets with this 
   target ID will be affected. Defaults to -1 (affects all targets.)
 kill = kill_flag (int)
   If kill_flag is 0, then the addition will not take any player 
   below 1 life point. Defaults to 1.
 
 absolute = abs_flag (int)
   If abs_flag is 1, then add_amt will not be scaled (attack and 
   defense multipliers will be ignored). Defaults to 0.

Example:

 none
 

TargetPowerAdd

Adds the specified amount to all targets' power.

Required parameters:

 value = add_amt (int)
   add_amt is added to each target's power.

Optional parameters:

 ID = target_id (int)
   Specifies the desired target ID to affect. Only targets with this 
   target ID will be affected. Defaults to -1 (affects all targets.)

Example:

 none


TargetState

Makes all targets change to the specified state number.

Required parameters:

 value = state_no (int)
   Specifies the number of the state to change to.

Optional parameters:

 ID = target_id (int)
   Specifies the desired target ID to affect. Only targets with this 
   target ID will be affected. Defaults to -1 (affects all targets.)

Examples:

 none


TargetVelAdd

Adds the specified amounts to all targets' velocities. A positive x velocity is in the direction that the target is facing, while a positive y velocity is downward on the screen.

Required parameters:

 none    

Optional parameters:

 x = x_value (float)
 y = y_value (float)
   You can specify one or both of the optional parameters
   at a time.
 ID = target_id (int)
   Specifies the desired target ID to affect. Only targets with this 
   target ID will be affected. Defaults to -1 (affects all targets.)

Example:

 ; Applies "gravity" to all targets
 type = VelAdd
 y = 0.45
 


TargetVelSet

Sets all targets' velocities to the specified values. A positive x velocity is in the direction that the player is facing, while a positive y velocity is downward on the screen.

Required parameters:

 none    

Optional parameters:

 x = x_value (float)
 y = y_value (float)
   You can specify one or both of the optional parameters
   at a time.
 ID = target_id (int)
   Specifies the desired target ID to affect. Only targets with this 
   target ID will be affected. Defaults to -1 (affects all targets.)

Example:

 none


Trans

Overrides the player's animation transparency parameters for current game tick. Useful for special effects.

Required parameters:

 trans = trans_type (string)
   trans_type must be one of the following:
     default  - does nothing
     none     - disables transparency
     add      - draws with full additive transparency
     addalpha - draws with additive transparency (alpha must be specified)
     add1     - draws with additive transparency, with alpha at 256,128
     sub      - draws with full subtractive transparency

Optional parameters:

 alpha = source_alpha, dest_alpha (int, int)
   These are the source and destination alpha values for the addalpha
   trans type. Valid values are from 0 (low) to 256 (high). If omitted,
   defaults to 256,0.

Example:

 ; Fades the character in, over 256 ticks.
 type = Trans
 trigger1 = time < 256
 trans = add_alpha
 alpha = time, 256-time


Turn

Instantly turns the player to face the opposite direction. Does not play a turning animation.

Required parameters:

 none

Optional parameters:

 none

Example:

 none


VarAdd

Adds to one of the player's working variables. Either a float variable or an int variable can be added to by this controller.

Required parameters (int version):

 v = var_no (int)
   var_no should evaluate to an integer between 0 and 59.
 value = int_expr (int)
   int_expr is the value to add to the int variable indicated by 
   var_no.

Required parameters (float version):

 fv = var_no (int)
   var_no should evaluate to an integer between 0 and 39.
 value = float_expr (float)
   float_expr is the value to add to the float variable indexed by 
   var_no.

Optional parameters:

 none in both cases

Alternate syntax:

 var(var_no) = int_expr  (int version)
 fvar(var_no) = float_expr (float version)

Notes:

 Due to historical reasons, note that the alternate VarAdd 
 syntax listed above matches neither the syntax for variable 
 assignment within an expression, nor the syntax for variable 
 addition within an expression.
 If you have placed P2 in a custom state through a successful hit, do 
 not use variable assignment within the custom states. Otherwise, you 
 will overwrite P2's variables, which is rather rude.

Example:

 none


VarRandom

Sets the specified int variable to a random value. Float variables cannot be set by this controller.

Required parameters:

 v = var_no (int)
   var_no is the index of the int variable to set. It should evaluate 
   to an integer between 0 and 59.

Optional parameters:

 range = least_val,greatest_val (int)
   least_val and greatest_val specify the least and greatest values 
   which can be assigned by this controller, respectively. The value 
   assigned to the variable will be a randomly chosen integer from 
   this range.
   range defaults to 0,1000. If only one argument is specified, that 
   is considered to specify the range 0,(argument).

Notes:

 If you have placed P2 in a custom state through a successful hit, do 
 not use variable assignment within the custom states. Otherwise, you 
 will overwrite P2's variables, which is rather rude.

Example:

 type = VarRandom
 v = 5
 range = 500
  Assigns a random number between 0 and 500 to var(5).


VarRangeSet

Sets a contiguous range of the player's working variables to the same value. Either float variables or int variables can be set by this controller, but not both at the same time.

Required parameters (int version):

 value = int_expr (int)
   int_expr is evaluated once to give the value that is assigned to 
   all int variables in the range.

Required parameters (float version):

 fvalue = float_expr (float)
   float_expr is evaluated once to give the value that is assigned to
   all float variables in the range.

Optional parameters (both versions):

 first = first_idx (int)
   Specifies the lower end of the range of variables to set. Defaults 
   to 0 (first variable).
 last = last_idx (int)
   Specifies the higher end of the range of variables to set. 
   Defaults to 59 for int variables, or 39 for float variables (this 
   is the last available variable in both cases).

Notes: If you have placed P2 in a custom state through a successful hit, do

 not use variable assignment within the custom states. Otherwise, you 
 will overwrite P2's variables, which is rather rude.


Example:

 none


VarSet

Sets one of the player's working variables. Either a float variable or an int variable can be set by this controller, but not both at the same time.

Required parameters (int version):

 v = var_no (int)
   var_no should evaluate to an integer between 0 and 59.
 value = int_expr (int)
   int_expr is the value to assign to the int variable indicated by 
   var_no.

Required parameters (float version):

 fv = var_no (int)
   var_no should evaluate to an integer between 0 and 39.
 value = float_expr (float)
   float_expr is the value to assign to the float variable indexed by 
   var_no.

Optional parameters:

 none in both cases

Alternate syntax:

 var(var_no) = int_expr  (int version)
 fvar(var_no) = float_expr (float version)

Notes:

 Due to historical reasons, note that the alternate variable 
 assignment syntax listed above does not exactly match the syntax for 
 variable assignment within an expression.
 If you have placed P2 in a custom state through a successful hit, do 
 not use variable assignment within the custom states. Otherwise, you 
 will overwrite P2's variables, which is rather rude.

Example:

 none


VelAdd

Adds the specified amounts to the player's velocity. A positive x velocity is in the direction that the player is facing, while a positive y velocity is downward on the screen.

Required parameters:

 none    

Optional parameters:

 x = x_value (float)
 y = y_value (float)
   You can specify one or both of the optional parameters
   at a time.

Example:

 ; Applies "gravity" to the player
 type = VelAdd
 y = 0.45
 

VelMul

Multiplies the player's velocity by the specified amounts. A positive x velocity is in the direction that the player is facing, while a positive y velocity is downward on the screen.

Required parameters:

 none    

Optional parameters:

 x = x_multiplier (float)
 y = y_multiplier (float)
   You can specify one or both of the optional parameters
   at a time.

Example:

 ; Applies "friction" to the player
 type = VelMul
 x = 0.8


VelSet

Sets the player's velocity to the specified values. A positive x velocity is in the direction that the player is facing, while a positive y velocity is downward on the screen.

Required parameters:

 none    

Optional parameters:

 x = x_value (float)
 y = y_value (float)
   You can specify one or both of the optional parameters
   at a time.

Example:

 none


Width

Changes the size of the player's width bar for 1 tick. Useful for controlling the "pushing" behavior when the player makes contact with another.

Required parameters:

 none

Optional parameters:

 edge = edgewidth_front, edgewidth_back (int)
   Sets the player's edge width in front and behind. Edge width 
   determines how close the player can get to the edge of the screen.
   These parameters default to 0,0 if omitted.
 player = playwidth_front, playwidth_back (int)
   Sets the player width in front and behind. Player width determines 
   how close the player can get to other players. These parameters 
   default to 0,0 if omitted.

Alternate syntax:

 value = width_front, width_back (int)
   This is a shorthand syntax for setting both edge width and player 
   width simultaneously. This may only be used if the edge and player 
   parameters are not specified.

Notes:

 When collision box display is enabled, the edge width bar is 
 displayed in orange, and the player width bar is displayed in   
 yellow. Where they overlap, the overlapping region is displayed in 
 bright yellow.

Example:

 none
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