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Descant.pl
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Descant.pl
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#
package
Descant
;
require
'DataHelper.pl'
;
use
strict
;
sub
LoadDescant
{
my
(
@
Frames
,
%FrameLookup, %Frames, %States, %Shorthands,
$
Doodad
,
$
Con
,
$
Con2
,
@
States1
,
$
framedesc
,
$
key
,
$
value
,
$
framename
,
$
nextst
,
$
st
,
$
lastchar
,
$
nextchar
);
@
Frames
=
LoadFrames
(
"DESCANTDATA.DAT.pl"
,
280
,
200
);
%FrameLookup = CreateFrameLookup( scalar @Frames -1,
"start"
,
13
,
"stand"
,
4
,
"walk"
,
10
,
"turn"
,
9
,
"falling"
,
16
,
"laying"
,
1
,
"getup"
,
15
,
"hurt"
,
7
,
"swept"
,
10
,
"won"
,
20
,
"block"
,
5
,
"kneeling"
,
4
,
"onknees"
,
4
,
"kneelingpunch"
,
5
,
"kneelingkick"
,
5
,
"fun"
,
13
,
"threat"
,
7
,
"highpunch"
,
5
,
"lowpunch"
,
6
,
"highkick"
,
7
,
"lowkick"
,
6
,
"sweep"
,
11
,
"groinkick"
,
6
,
"kneekick"
,
6
,
"elbow"
,
5
,
"grenade"
,
10
,
"uppercut"
,
7
,
"throw"
,
23
,
"highpunched"
,
5
,
"lowpunched"
,
6
,
"groinkicked"
,
9
,
"kneelingpunched"
,
5
,
"kneelingkicked"
,
5
,
"thrown"
,
8
,
"knife"
,
17
,
"specpunch"
,
19
,
"hipshot"
,
9
,
"funb"
,
11
,
);
$
Doodad
=
{
'T'
=>
1
,
'W'
=>
64
,
'H'
=>
64
,
'SX'
=>
15
,
'SY'
=>
0
,
'FRAMES'=>
6
,
'SA'
=>
1
/
25
,
};
$
Con
=
{
'forw'=>'Walk'
,
'back'=>'Back'
,
'jump'=>'Jump'
,
'jumpfw'=>'JumpFW'
,
'jumpbw'=>'JumpBW'
,
'block'=>'Block'
,
'down'=>'Kneeling'
,
'hpunch'=>'HighPunch'
,
'lpunch'=>'LowPunch'
,
'hkick'=>'HighKick'
,
'lkick'=>'LowKick'
,
'lkickBF'=>'GroinKick'
,
'lkickF'=>'KneeKick'
,
'hpunchD'=>'Uppercut'
,
'hpunchF'=>'Elbow'
,
'lkickB'=>'Sweep'
,
'lpunchBD'=>'Grenade'
,
'hpunchDF'=>'Knife'
,
'hpunchFF'=>'SpecPunch'
,
'lpunchBB'=>'HipShot'
,
};
$
Con2
=
{
'lkick'=>'KneelingKick'
,
'hkick'=>'KneelingKick'
,
'hpunch'=>'KneelingUppercut'
,
'lpunch'=>'KneelingPunch'
,
};
@
States1
=
(
#
1.
BASIC
MOVES
{
'N'=>'Start'
,
'DEL'=>
7
,
'S'=>'+start'
},
{
'N'=>'Stand'
,
'DEL'=>
10
,
'S'=>'+stand,_stand'
,
'CON'=>
$
Con
,
'SITU'=>'Ready'
},
{
'N'=>'Turn'
,
'DEL'=>
5
,
'S'=>'+turn'
,
'TURNN'=>
1
,
},
{
'N'=>'Hurt'
,
'DEL'=>
8
,
'S'=>'+hurt, -hurt'
},
{
'N'=>'Won'
,
'DEL'=>
8
,
'S'=>'+won'
,
'NEXTSTN'=>
'Won2'
},
{
'N'=>'Won2'
,
'DEL'=>
1000
,
'S'=>'won n'
,
'NEXTST'=>'Won2'
,
},
{
'N'=>'Fun'
,
'DEL'=>
10
,
'S'=>'+fun'
,
'CON'=>
$
Con
},
{
'N'=>'Funb'
,
'DEL'=>
8
,
'S'=>'+funb,-funb'
,
'CON'=>
$
Con
},
{
'N'=>'Threat'
,
'DEL'=>
7
,
'S'=>'+threat,-threat'
,
'CON'=>
$
Con
},
WalkingFrames
(
\
%FrameLookup, \@Frames, 1, 100, $Con ),
BlockStates
(
FindLastFrame
(
\
%FrameLookup, 'block' ), 5 ),
KneelingStates
(
FindLastFrame
(
\
%FrameLookup, 'kneeling' ),
FindLastFrame
(
\
%FrameLookup, 'onknees' ), 7, $Con2 ),
JumpStates
(
\
%FrameLookup,
{
'lkick'=>'JumpKick'
,
'hkick'=>'JumpKick'
,
'lpunch'=>'JumpPunch'
,
'hpunch'=>'JumpPunch'
,
'hpunchFF'=>'JumpFire'
}
),
#
2.
OFFENSIVE
MOVES
{
'N'=>'KneelingPunch'
,
'DEL'=>
7
,
'S'=>'+kneelingpunch,-kneelingpunch'
,
'SITU'=>'Crouch'
,
'HIT'=>'Hit'
,
'NEXTSTN'=>'Onknees'
},
{
'N'=>'KneelingKick'
,
'DEL'=>
7
,
'S'=>'+kneelingkick,-kneelingkick'
,
'SITU'=>'Crouch'
,
'HIT'=>'Hit'
,
'NEXTSTN'=>'Onknees'
},
{
'N'=>'KneelingUppercut'
,
'DEL'=>
5
,
'S'=>'kneeling 4-3,uppercut 6-n,-uppercut'
,
'HIT'=>'Uppercut'
},
{
'N'=>'HighPunch'
,
'DEL'=>
5
,
'S'=>'+highpunch,-highpunch'
,
'HIT'=>'Highhit'
},
{
'N'=>'LowPunch'
,
'DEL'=>
5
,
'S'=>'+lowpunch,-lowpunch'
,
'HIT'=>'Hit'
},
{
'N'=>'HighKick'
,
'DEL'=>
5
,
'S'=>'+highkick,-highkick'
,
'HIT'=>'Hit'
},
{
'N'=>'LowKick'
,
'DEL'=>
5
,
'S'=>'+lowkick,-lowkick'
,
'HIT'=>'Leghit'
},
{
'N'=>'GroinKick'
,
'DEL'=>
5
,
'S'=>'+groinkick,-groinkick'
,
'HIT'=>'Groinhit'
},
{
'N'=>'KneeKick'
,
'DEL'=>
5
,
'S'=>'+kneekick,-kneekick'
,
'HIT'=>'Hit'
},
{
'N'=>'Elbow'
,
'DEL'=>
5
,
'S'=>'+elbow,-elbow'
,
'HIT'=>'Highhit'
},
{
'N'=>'Sweep'
,
'DEL'=>
8
,
'S'=>'+sweep'
,
'HIT'=>'Hit'
},
{
'N'=>'Grenade'
,
'DEL'=>
5
,
'S'=>'+grenade,_grenade'
,
'DEL12'=>
15
,
'DOODAD'=>
$
Doodad
},
{
'N'=>'Uppercut'
,
'DEL'=>
5
,
'S'=>'+uppercut,-uppercut'
,
'HIT'=>'Uppercut'
},
{
'N'=>'Throw'
,
'DEL'=>
8
,
'S'=>'+throw'
},
{
'N'=>'Knife'
,
'DEL'=>
7
,
'S'=>'+knife'
},
{
'N'=>'SpecPunch'
,
'DEL'=>
7
,
'S'=>'+specpunch'
,
'HIT'=>'Highhit'
},
{
'N'=>'HipShot'
,
'DEL'=>
7
,
'S'=>'+hipshot, -hipshot'
,
'DOODAD9'=>
$
Doodad
},
#
3.
HURT
MOVES
{
'N'=>'Falling'
,
'DEL'=>
5
,
'S'=>'+falling, laying 1'
,
'DELN'=>
500
,
'NEXTN'=>'Laying'
,
'SITU'=>'Falling'
,
},
{
'N'=>'Laying'
,
'DEL'=>
1000
,
'S'=>'+laying'
,
'SITU'=>'Falling'
},
{
'N'=>'Getup'
,
'DEL'=>
5
,
'S'=>'+getup'
,
'SITU'=>'Falling'
,
'CON8'=>
{
'down'=>'Onknees'
},
'CON9'=>
{
'down'=>'Onknees'
},
},
{
'N'=>'Dead'
,
'DEL'=>
10000
,
'S'=>'laying 1'
,
'SITU'=>'Falling'
,
'NEXTST'=>'Dead'
},
{
'N'=>'Swept'
,
'DEL'=>
7
,
'S'=>'+swept'
},
{
'N'=>'KneelingPunched'
,
'DEL'=>
5
,
'S'=>'+kneelingpunched,-kneelingpunched'
,
'SITU'=>'Crouch'
,
'NEXTSTN'=>'Onknees'
},
{
'N'=>'KneelingKicked'
,
'DEL'=>
5
,
'S'=>'+kneelingkicked, -kneelingkicked'
,
'SITU'=>'Crouch'
,
'NEXTSTN'=>'Onknees'
},
{
'N'=>'HighPunched'
,
'DEL'=>
8
,
'S'=>'+highpunched, -highpunched'
},
{
'N'=>'LowPunched'
,
'DEL'=>
5
,
'S'=>'+lowpunched, -lowpunched'
},
{
'N'=>'GroinKicked'
,
'DEL'=>
7
,
'S'=>'+groinkicked, -groinkicked'
},
{
'N'=>'Thrown'
,
'DEL'=>
5
,
'S'=>'+thrown'
},
);
#
2.
CREATE
STATES
foreach
$
framedesc
(
@
States1
)
{
AddStates
(
\
%States, \%FrameLookup, $framedesc );
}
#
Automatically
add
NEXTST
for
states
which
don
'
t
have
one
.
FixStates
(
\
%FrameLookup, \%States );
TravelingStates
(
\
%FrameLookup, \@Frames, \%States, "falling", 1, 17 );
TravelingStates
(
\
%FrameLookup, \@Frames, \%States, "getup", 0, 0 );
TravelingStates
(
\
%FrameLookup, \@Frames, \%States, "swept", 0, 0 );
%States = ( FindShorthands( \%States ), %States );
%::DescantStates = %States;
@::
DescantFrames
=
@
Frames
;
}
LoadDescant
();
return
1
;
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Expires
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Descant.pl (5 KB)
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