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Equates.gd
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extends Node
class_name Equates
# EQUATES
enum Inputs {
up,
down,
left,
right,
hp,
lp,
bl,
hk,
lk,
start }
const FIGHTER_COUNT = 0x10
enum Values {
dont_touch = 13
}
enum fighters {
KUNG_LAO,
LIU_KANG,
CAGE,
BARAKA,
KITANA,
MILEENA,
SHANG_TSUNG,
RAIDEN,
SUBZERO,
REPTILE,
SCORPION,
JAX,
KINTARO,
SHAO_KAHN,
SMOKE,
NOOB_SAIBOT,
JADE }
enum proc_id {
pid_george = 0, # G to the N to the P
# constant running procs
pid_p1 = 0x1, # player 1 process (be careful if these
pid_p2 = 0x2, # player 2 process variables are changed)
pid_master = 0x3, # master game flow process
pid_scroll = 0x4, # scroll process
pid_backg = 0x5, # background process
pid_bani = 0x6, # background object animator
pid_repell = 0x7, # repell players proc
pid_lightning = 0x8, # raiden lightning accompany
pid_flasher = 0x9, # player message flasher
pid_p1sel = 0xa, # 1 select process
pid_p2sel = 0xb, # 2 select process
pid_cred = 0xc , # credits proc
pid_initials = 0xd, # initials proc
pid_amode = 0xe, # mode process
pid_cycle = 0xf, # cycler
pid_oct = 0x10, #
pid_inviso1 = 0x11, # 1 inviso proc
pid_inviso2 = 0x12, # 2 inviso proc
pid_floor_ice1 = 0x13, # ice proc p1
pid_floor_ice2 = 0x14, # ice proc p2
pid_super_slam = 0x15, # super slam scanning proc
pid_danger1 = 0x16, # player 1 danger proc
pid_danger2 = 0x17, # player 2 danger proc
pid_smoker = 0x18, # proc to constantly smoke a dude
pid_1_puff = 0x19, # 1 puff o smoke
pid_pong_speed = 0x1a, # pong speed up
pid_green_splash = 0x1b, #
pid_auto_cycle = 0x1c, # auto select color cycler
# 100 = special effects procs
pid_fx = 0x100, # generic special f/x
pid_fade = 0x101, # fade proc
pid_grow = 0x102, # fx grower proc
pid_shaker = 0x103, # earth shaker proc
pid_trail = 0x104, # body trail (shadow kick)
pid_decoy = 0x105, # scorpion decoy proc
pid_jc_shadow1 = 0x106, # cage shadow "borrow" proc for player 1
pid_jc_shadow2 = 0x107, # cage shadow "borrow" proc for player 2
pid_selspeech = 0x108, # player select speech proc
pid_mpo = 0x109, # multipart object process
pid_melt = 0x10a, # raiden melt decoy animator proc
pid_hhdecoy = 0x10b, # hathead decoy
pid_bones = 0x10c, #
pid_poof = 0x10d, # reptile poof proc
pid_sonic = 0x10e, # sonic wave proc
pid_forden = 0x10f, # forden peeker
# 200 = procs which control prop objects
pid_blood = 0x201, # blood spirts
pid_head = 0x202, # decapped head
# 300 = switch spawned procs
pid_switch1 = 0x300, # switch spawned process !!
pid_switch2 = 0x301, # switch spawned process !!
# 700 = player 1 projectile procs
pid_proj1 = 0x700, # generic projectile !!
pid_hat1 = 0x701, # kung lao hat proc #1
pid_orb1 = 0x702, # reptile orb
pid_ice1 = 0x703, # ice proc #1
# 800 = player 2 projectile procs
pid_proj2 = 0x800, # generic projectile !!
pid_hat2 = 0x801, # kung lao hat proc #2
pid_orb2 = 0x802, # reptile orb
pid_ice2 = 0x803, # ice proc #2
pid_volume = 0x7000,
# 8000 = coin switch pids
pid_lc = 0x8c00, # left coin
pid_cc = 0x8c02, # center coin
pid_rc = 0x8c04, # right coin
pid_xc = 0x8c06, # fourth coin slot
pid_slam = 0x8c08, # slam tilt process
pid_coinctr = 0x8c0a, # coin counter process
pid_print = 0x800c, # background printer process
pid_diag = 0x800d, # diagnostics process
pid_secbust = 0x800e # sec bust proc
}
enum obj_ids {
oid_blood = proc_id.pid_blood,
oid_lightning = proc_id.pid_lightning,
oid_p1 = proc_id.pid_p1,
oid_p2 = proc_id.pid_p2,
oid_fx = proc_id.pid_fx, # special f/x
oid_head = proc_id.pid_head,
oid_grow = proc_id.pid_grow,
oid_bones = proc_id.pid_bones,
oid_1_puff = proc_id.pid_1_puff,
# when adding more proc's for projectiles make sure you update
# wait_for_prj routine
# 700 = projectiles
oid_hat1 = 0x700, # hathead projectile
oid_fireball = 0x701, # kang projectile
oid_snot = 0x702, # cage projectile
oid_snot_trail1 = 0x703, #
oid_snot_trail2 = 0x704, #
oid_fans1 = 0x705, # player 1 fans
oid_fans2 = 0x706, # player 2 fans
oid_sai1 = 0x707,
oid_sai2 = 0x708,
oid_slow_proj = 0x709, # slow reptile projectile
oid_hat2 = 0x70a, # hathead projectile
# 800 = non-game related
oid_cbox = 0x800, # collision box
oid_text = 0x801,
oid_cursor1 = 0x802, # player 1 select cursor
oid_cursor2 = 0x803, # player 2 select cursor
oid_buyin = 0x804, # buyin object
oid_symbol = 0x805 # bonus count symbol
}
enum game_state {
gs_amode = 0x1, # game is in attract mode
gs_fighting = 0x2,
gs_buyin = 0x3,
gs_psel = 0x4, # fighter select mode
gs_bonus = 0x5, # bonus count state
gs_pfsetup = 0x6, # pre-fight setup state
gs_round_intro = 0x7, # round intro
gs_diag = 0x8, # game is in diagnostics/audits/adjustments
gs_pitfall = 0x9, # fallin down the pit
gs_initials = 0xa, # enter initials
gs_gameover = 0xb, # game over
gs_octopus = 0xc, # octopus mode
gs_post_psel = 0xd, # post player select mode
gs_barge = 0xe, # player barging in mode
gs_sec_intro = 0xf # intro secret
}
enum actions {
Act_None = 0x0,
# Projectile Attacks
Act_Throw_Hat = 0x1,
Act_Lkzap_Lo = 0x2,
Act_Lkzap_Hi = 0x3,
Act_Lkzap_Air = 0x4,
Act_Jcsnot_Lo = 0x5,
Act_Jcsnot_Hi = 0x6,
Act_Spark = 0x7,
Act_Throw_Fans = 0x8,
Act_Air_Fans = 0x9,
Act_Throw_Tsai = 0xa,
Act_Air_Tsai = 0xb,
Act_Throw_Skull1 = 0xc,
Act_Throw_Skull2 = 0xd,
Act_Throw_Skull3 = 0xe,
Act_Throw_Bolt = 0xf,
Act_Throw_Ice = 0x10,
Act_Spear = 0x11,
Act_Spit = 0x12,
Act_Slow_Orb = 0x13,
Act_Jax_Zap = 0x14,
# Stationary Attacks
Act_Attacks = 0x100,
Act_Hipunch = 0x101,
Act_Lopunch = 0x102,
Act_Hikick = 0x103,
Act_Medkick = 0x104,
Act_Rhouse = 0x105,
Act_Sweep = 0x106,
Act_Uppercut = 0x107,
Act_Hhspin = 0x108,
Act_Backbreak = 0x109,
Act_Splits = 0x10a,
Act_Jupkick = 0x10e,
Act_Knee = 0x10f,
Act_Duck_Kickh = 0x113,
Act_Elbow = 0x114,
Act_Juppunch = 0x118,
Act_Duckpunch = 0x119,
Act_Duck_Kickl = 0x11a,
Act_2nd_Knee = 0x11c,
Act_Shred = 0x11d,
Act_Swipe = 0x11e,
Act_Fan_Swipe = 0x120,
Act_Sa_Spin = 0x121,
Act_Noogy = 0x122,
Act_Sonic = 0x12c,
Act_Floor_Ice = 0x134,
Act_Quake = 0x137,
# Body Propelling Attacks
Act_Body_Propell = 0x200,
Act_Flykick = 0x200,
Act_Flypunch = 0x201,
Act_Hh_Teleport = 0x202,
Act_Superkang = 0x203,
Act_Bike = 0x204,
Act_Shadk = 0x205,
Act_Shoruken = 0x206,
Act_Square = 0x207,
Act_Fntele = 0x208,
Act_Dive = 0x209,
Act_Decoy = 0x20a,
Act_Scissor = 0x20b,
Act_Slide = 0x20c,
Act_Reptile_Fly = 0x20d,
Act_Kano = 0x20e,
# Non-Attacking Actions
Act_Nonattacks = 0x300,
Act_Backup = 0x301,
Act_Duck = 0x302,
Act_Stance = 0x303,
Act_Land = 0x304,
Act_Walkf = 0x305,
Act_Postattack = 0x306,
Act_Walkb = 0x307,
Act_Angle_Jump = 0x308,
Act_Melt = 0x309,
Act_Getup = 0x30a,
Act_Jumpup = 0x30b,
# Specific Actions
Act_Stunned = 0x400,
Act_Frozen = 0x401,
Act_Speared = 0x402,
Act_Shocker = 0x403,
Act_Morph = 0x404,
Act_Rope_Pull = 0x405,
Act_Balled = 0x406,
Act_Psycho_Goro = 0x407,
Act_Pre_Shatter = 0x408,
Act_Hat_Killer = 0x409,
# Unrelated Actions
Act_Proj_Dead = 0x500,
Act_Ignore_Proj = 0x501,
Act_Dead = 0x502,
Act_Reacting = 0x503,
Act_Gflip = 0x504,
Act_Burning = 0x505,
Act_Pit_Fall = 0x506,
Act_Bodyslam = 0x507,
Act_Spike_Rise = 0x508,
Act_Wait_Pud = 0x509,
Act_Slime_Fall = 0x50a,
Act_Proj_Passed = 0x50b,
# Sitting Duck States
Act_Sweep_Sd = 0x600,
Act_Knee_Sd = 0x601,
Act_Dive_Sd = 0x602,
Act_Upcut_Sd = 0x603,
Act_Proj_Sd = 0x604,
Act_Speared_Sd = 0x605,
Act_Upcutted = 0x606,
Act_Decoy_Sd = 0x607,
Act_Shadow_Sd = 0x608,
Act_Hitfall_Sd = 0x609,
Act_Slide_Sd = 0x60a,
Act_Elbow_Sd = 0x60b,
Act_Ret_Kick = 0x60c,
Act_Fk_Sd = 0x60d,
Act_Slipping = 0x60e,
Act_Spin_Sd = 0x60f,
Act_Jax_Dizzy = 0x610,
Act_Shoruken_Sd = 0x611,
Act_Fntele_Sd = 0x612,
Act_Shock_Sd = 0x613,
Act_Wave_Sd = 0x614,
Act_Shocker_Sd = 0x615,
Act_Super_Froze = 0x616,
Act_Superk_Sd = 0x617,
Act_Skull_Sd = 0x618,
Act_Kano_Sd = 0x619,
Act_Hh_Sd = 0x61a,
Act_Orb_Sd = 0x61b,
# Blocks
Act_Blocks = 0x700,
Act_Blockhi = 0x700,
Act_Blockl = 0x701 }
enum ani_ids {
ANI_00_STANCE, # 0
ANI_01_WALK_FWD, # 1
ANI_02_SKIP_FWD, # 2
ANI_03_WALK_BWD, # 3
ANI_04_SKIP_BWD, # 4
ANI_05_DUCK, # 5
ANI_06_JUMP_UP, # 6
ANI_07_FLIP_FORWARD, # 7
ANI_08_FLIP_BACKWARD, # 8
ANI_09_TURN_AROUND, # 9
ANI_10_TURN_AROUND_CROUCHED, # 10
ANI_11_BLOCKING, # 11
ANI_12_BLOCKING_CROUCHED, # 12
ANI_13_HIGH_KICK, # 13
ANI_14_LOW_KICK, # 14
ANI_15_KNOCKED_DOWN, # 15
ANI_16_HIT_HIGH, # 16
ANI_17_HIT_LOW, # 17
ANI_18_NORMAL_GET_UP, # 18
ANI_19_HIGH_PUNCH, # 19
ANI_20_LOW_PUNCH, # 20
ANI_21_SWEEPING, # 21
ANI_22_SWEPT, # 22
ANI_23_GET_UP_FROM_SWEPT, # 23
ANI_24_LOW_PUNCH_CROUCHED, # 24
ANI_25_HIGH_KICK_CROUCHED, # 25
ANI_26_LOW_KICK_CROUCHED, # 26
ANI_27_TAKING_HIT_CROUCHED, # 27
ANI_28_UPPERCUT, # 28
ANI_29_JUMP_UP_KICK, # 29
ANI_30_FLYING_KICK, # 30
ANI_31_FLYING_PUNCH, # 31
ANI_32_ROUND_HOUSE, # 32
ANI_33_KNEE_TO_MID_SECTION, # 33
ANI_34_ELBOW_TO_FACE, # 34
ANI_35_STUMBLE_BACKWARDS, # 35
ANI_36_GRAB_OPPONENT_TO_THROW, # 36
ANI_37_SHREDDED, # 37
ANI_38_THROW_PROJECTILE, # 38
ANI_39_PROJECTILE_OBJECT, # 39
ANI_40_STUNNED, # 40
ANI_41_VICTORY_POSE, # 41
ANI_42_THROWN_BY_LAO, # 42
ANI_43_THROWN_BY_KANG, # 43
ANI_44_THROWN_BY_CAGE, # 44
ANI_45_THROWN_BY_BARAKA, # 45
ANI_46_THROWN_BY_KITANA, # 46
ANI_47_THROWN_BY_MILEENA, # 47
ANI_48_THROWN_BY_SHANG, # 48
ANI_49_THROWN_BY_RAIDEN, # 49
ANI_50_THROWN_BY_SUBZERO, # 50
ANI_51_THROWN_BY_REPTILE, # 51
ANI_52_THROWN_BY_SCORPION, # 52
ANI_53_THROWN_BY_JAX, # 53
ANI_54_LOW_BLOWED, # 54
ANI_55_BICYCLE_KICKED, # 55
ANI_56_SOUL_DRAINED, # 56
ANI_57_TORSO_GETTING_RIPPED, # 57 F
ANI_58_SLOW_PROJ_BANG, # 58
ANI_59_GETTING_IMPALED, # 59 F
ANI_60_FALLING_FROM_DECAPITATION, # 60 F
ANI_61_DECAPITATED_HEAD_ROTATING, # 61 F
ANI_62_THROWN_BY_KINTARO, # 62
ANI_63_BACK_BREAKER, # 63
ANI_64_CHANGE, # 64
ANI_65_SCORPION_SLICED_ME # 65 F
}
enum ani_ids_kintaro {
A_GSTANCE, # 0 - STANCE
A_GWALK, # 1 - WALK
A_GTURN, # 2 - TURN AROUND
A_GORO_PUNCH, # 3 - PUNCH
A_GORO_KICK, # 4 - KICK
A_GORO_UPPERCUT, # 5 - UPPERCUT
A_GORO_SLAM, # 6 - BODY SLAM
A_GORO_ROAR, # 7 - GORO ROAR !!!
A_GORO_BLOCK, # 8 - GORO BLOCK
A_GORO_KDOWN, # 9 - GORO KNOCKED DOWN
A_GORO_STOMP, # A - GORO STOMP
A_GORO_GETUP, # B - GORO GETUP
A_GORO_HIT, # C - GORO HIT
A_GORO_VICTORY, # D - VICTORY
A_GORO_UPCUTTED, # E - GORO UPPERCUTTED
A_GORO_ZAP, # F - PROJECTILE THROW
A_GORO_STUMBLE, # 10 - STUMBLE
A_BIKE_KICKED, # 11 - BIKE KICKED
A_GORO_STUNNED, # 12 - STUNNED
A_GORO_NOOGIED, # 13 -
GORO_DUMMY, # 14 -
A_SHREDDED, # 15 =
A_GORO_ZAP_DUPE, # 16 = PUKE A FIREBALL
A_GORO_FIREBALL # 17 = FIREBALL ANIMATION
}
enum ani_ids_kahn {
A_SKSTANCE, # 0 = STANCE
A_SKWALKF, # 1 = WALK FORWARD
A_SKTURN, # 2 = TURNAROUND
A_SKPUNCH, # 3 = PUNCH
A_SKKICK, # 4 = KICK
A_SKUPPERCUT, # 5 = UPPERCUT
A_SK_SPEAR, # 6 = SPEAR
A_SK_SWEPT, # 7 = SWEPT
A_SKBLOCK, # 8 = BLOCK
A_SKKDOWN, # 9 = KNOCKED DOWN
A_SKWALKB, # A = WALK BACKWARD
A_SKGETUP, # B = GETUP
A_SKHIT, # C = GETTING HIT
A_SK_LAUGH, # D = VICTORY
KAHN_DUMMY, # E =
A_SK_ZAP, # F = PROJECTILE THROW
A_SK_STUMBLE, # 10 = STUMBLE
A_BIKE_KICKED, # 11 = BIKE KICKED
KAHN_DUMMY_DUPE,# 12 =
A_SK_NOOGIED, # 13 = NOOGY BY JAX
A_SKCHARGE, # 14 = CHARGE ATTACK
A_SHREDDED, # 15 =
A_STONE_CRACK, # 16 = STONE CRACKING !!
STONE_EXPLODE, # 17 =
A_SK_TALKUP, # 18 =
A_SK_TALKDOWN, # 19 =
}
enum winner_status {
No_Winner,
Player_1_Won,
Player_2_Won,
Finish_Him }