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Bence.pl
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Bence.pl
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#
package
Bence
;
#
Bence
's images are scaled by a factor of ?
require '
DataHelper
.
pl';
require '
QuickSave
.
pl';
use strict;
sub LoadBence
{
my ( @Frames, %FrameLookup, %Frames, %States, %Shorthands,
$Doodad, $Con, $Con2,
@States1,
$framedesc, $key, $value, $framename, $nextst, $st, $lastchar, $nextchar );
@Frames = LoadFrames( "BENCEDATA.DAT.pl", 420, 310 );
%FrameLookup = CreateFrameLookup( scalar @Frames -1,
"start", 23, "stand", 4, "walk", 12,
"turn", 8, "falling", 18, "laying", 1,
"getup", 12, "hurt", 8, "swept", 8,
"won", 8, "block", 5, "kneeling", 4,
"onknees", 4, "kneelingpunch",5,
"fun", 5, "threat", 6,
"highpunch", 6, "lowpunch", 5, "highkick", 7,
"lowkick", 6, "sweep", 7, "groinkick", 6,
"kneekick", 6, "elbow", 7, "spin", 10,
"grenade", 11, "uppercut", 7, "throw", 22,
"specpunch", 14, "pierce", 8,
"highpunched", 5, "lowpunched", 6, "groinkicked", 8,
"kneelingpunched",4, "kneelingkicked", 5, "thrown", 8,
);
# Bence has no kneelingkick... substitute kneelingpunch. This is for Jumping..
for ( $st = 1; $st <= 5; ++$st ) { $FrameLookup{"kneelingkick$st"} = $FrameLookup{"kneelingpunch$st"}; }
$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
',
'hkickB'=>'
Spin
',
'lkickB'=>'
Sweep
',
'lpunchBD'=>'
Grenade
',
'lpunchFBFB'=>'
SpecPunch
',
'hpunchFB'=>'
Pierce
',
};
$Con2 = {
'lkick'=>'
KneelingPunch
',
'hkick'=>'
KneelingPunch
',
'hpunch'=>'
KneelingUppercut
',
'lpunch'=>'
KneelingPunch
',
};
@States1 = (
# 1. BASIC MOVES
{ '
N
'=>'
Start
', '
DEL
'=>7, '
S
'=>'
+
start
1
-
8
',
'
DEL7
'=>15, '
DEL14
'=>15, },
{ '
N
'=>'
Stand
', '
DEL
'=>7, '
S
'=>'
+
stand
,
-
stand', '
CON
'=>$Con, '
SITU
'=>'
Ready
' },
{ '
N
'=>'
Turn
', '
DEL
'=>5, '
S
'=>'
+
turn', '
TURNN
'=>1, '
DELTAXN
'=>80 },
{ '
N
'=>'
Hurt
', '
DEL
'=>8, '
S
'=>'
+
hurt
,
-
hurt' },
{ '
N
'=>'
Won
', '
DEL
'=>8, '
S
'=>'
+
won
,
won
7
-
5
,
won
6
-
8
,
won
7
-
5
', '
NEXTSTN
'=> '
Won2
' },
{ '
N
'=>'
Won2
', '
DEL
'=>1000,'
S
'=>'won
5
', '
NEXTST
'=>'
Won2
', },
{ '
N
'=>'
Fun
', '
DEL
'=>8, '
S
'=>'
+
fun
,
-
fun', '
CON
'=>$Con },
{ '
N
'=>'
Threat
', '
DEL
'=>5, '
S
'=>'
+
threat
,
-
threat', '
CON
'=>$Con },
WalkingFrames( \%FrameLookup, \@Frames, 1, 130, $Con ),
BlockStates( FindLastFrame( \%FrameLookup, 'block' ), 5 ),
KneelingStates( FindLastFrame( \%FrameLookup, 'kneeling' ),
FindLastFrame( \%FrameLookup, 'onknees' ), 7, $Con2 ),
JumpStates( \%FrameLookup,
{'lkick'=>'
JumpKick
', 'hkick'=>'
JumpKick
',
'lpunch'=>'
JumpPunch
', 'hpunch'=>'
JumpPunch
',
'hpunchFF'=>'
JumpFire
'} ),
# 2. OFFENSIVE MOVES
{ '
N
'=>'
KneelingPunch
', '
DEL
'=>5, '
S
'=>'
+
kneelingpunch
,
-
kneelingpunch', '
SITU
'=>'
Crouch
',
'
HIT
'=>'
Hit
', '
NEXTSTN
'=>'
Onknees
' },
{ '
N
'=>'
KneelingUppercut
','
DEL
'=>5, '
S
'=>'kneeling
4
-
3
,
uppercut
6
-
n
,
-
uppercut',
'
HIT
'=>'
Uppercut
' },
{ '
N
'=>'
HighPunch
', '
DEL
'=>5, '
S
'=>'
+
highpunch
,
-
highpunch',
'
HIT
'=>'
Highhit
' },
{ '
N
'=>'
LowPunch
', '
DEL
'=>5, '
S
'=>'
+
lowpunch
,
-
lowpunch',
'
HIT
'=>'
Hit
' },
{ '
N
'=>'
HighKick
', '
DEL
'=>5, '
S
'=>'
+
highkick
,
-
highkick',
'
HIT
'=>'
Hit
' },
{ '
N
'=>'
LowKick
', '
DEL
'=>5, '
S
'=>'
+
lowkick
,
-
lowkick',
'
HIT
'=>'
Leghit
' },
{ '
N
'=>'
GroinKick
', '
DEL
'=>5, '
S
'=>'
+
groinkick
,
-
groinkick',
'
HIT
'=>'
Groinhit
' },
{ '
N
'=>'
KneeKick
', '
DEL
'=>5, '
S
'=>'
+
kneekick
,
-
kneekick',
'
HIT
'=>'
Hit
' },
{ '
N
'=>'
Elbow
', '
DEL
'=>5, '
S
'=>'
+
elbow
,
-
elbow',
'
HIT5
'=>'
Highhit
', '
HIT6
'=>'
Highhit
' },
{ '
N
'=>'
Spin
', '
DEL
'=>5, '
S
'=>'
+
spin
,
-
spin',
'
HIT
'=>'
Hit
' },
{ '
N
'=>'
Sweep
', '
DEL
'=>7, '
S
'=>'
+
sweep
,
-
sweep',
'
HIT
'=>'
Hit
' },
{ '
N
'=>'
Grenade
', '
DEL
'=>5, '
S
'=>'
+
grenade
,
grenade
n
-
8
,
grenade
5
-
1
',
'
DEL11
'=>15, '
DOODAD11
'=>$Doodad },
{ '
N
'=>'
Uppercut
', '
DEL
'=>5, '
S
'=>'
+
uppercut
,
-
uppercut',
'
HIT5
'=>'
Uppercut
', '
HIT6
'=>'
Uppercut
' },
{ '
N
'=>'
Throw
', '
DEL
'=>8, '
S
'=>'
+
throw' },
{ '
N
'=>'
SpecPunch
', '
DEL
'=>5, '
S
'=>'
+
specpunch
,
specpunch
4
-
13
,
specpunch
4
-
1
',
'
HIT
'=>'
Hit
' },
{ '
N
'=>'
Pierce
', '
DEL
'=>5, '
S
'=>'
+
pierce
,
-
pierce',
'
HIT
'=>'
Highhit
' },
# 3. HURT MOVES
{ '
N
'=>'
Falling
', '
DEL
'=>5, '
S
'=>'falling
1
-
11
,
falling
15
-
12
,
falling
12
-
n
,
laying
1
',
'
MOVE
'=>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
'},
'
CON8
'=>{'down'=>'
Onknees
'},
},
{ '
N
'=>'
Dead
', '
DEL
'=>10000, '
S
'=>'laying
1
',
'
SITU
'=>'
Falling
', '
NEXTST
'=>'
Dead
' },
{ '
N
'=>'
Swept
', '
DEL
'=>5, '
S
'=>'
+
swept
,
-
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, 19 );
TravelingStates
(
\
%FrameLookup, \@Frames, \%States, "getup", 0, 0 );
#
TravelingStates
(
\
%FrameLookup, \@Frames, \%States, "won", 0, 0 );
%States = ( FindShorthands( \%States ), %States );
%::BenceStates = %States;
@::
BenceFrames
=
@
Frames
;
}
LoadBence
();
#
QuickSave
(
'Bence'
,
\@::
BenceFrames
,
\
%::BenceStates);
return
1
;
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Expires
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Storage Handle
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Default Alt Text
Bence.pl (5 KB)
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R76 OpenMortal
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