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<div class="Section1">
<p class="MsoNormal c3"><span class='c1'>State controller</span>
<span class='c2'>reference</span></p>

<p class="MsoNormal c3"><span class=
'c4'>==========================</span></p>

<p class="MsoNormal c3"><span class='c4'>M.U.G.E.N, (c) Elecbyte
2002</span></p>

<p class="MsoNormal c3"><span class='c4'>Documentation for version
2002.04.14</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Beta-release
documentation</span></p>

<p class="MsoNormal c3"><span class='c4'>Updated 28 March
2002</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>====================================================================</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Alphabetical State
Controller Index</span></p>

<p class="MsoNormal c3"><span class=
'c1'>-----------------------------------</span></p>
<tt>
&nbsp; - <a href="#AfterImage">AfterImage</a><br>
&nbsp; - <a href="#AfterImageTime">AfterImageTime</a><br>
&nbsp; - <a href="#AllPalFX">AllPalFX</a><br>
&nbsp; - <a href="#AngleAdd">AngleAdd</a><br>
&nbsp; - <a href="#AngleDraw">AngleDraw</a><br>
&nbsp; - <a href="#AngleMul">AngleMul</a><br>
&nbsp; - <a href="#AngleSet">AngleSet</a><br>
&nbsp; - <a href="#AppendToClipboard">AppendToClipboard</a><br>
&nbsp; - <a href="#AssertSpecial">AssertSpecial</a><br>
&nbsp; - <a href="#AttackDist">AttackDist</a><br>
&nbsp; - <a href="#AttackMulSet">AttackMulSet</a><br>
&nbsp; - <a href="#BGPalFX">BGPalFX</a><br>
&nbsp; - <a href="#BindToParent">BindToParent</a><br>
&nbsp; - <a href="#BindToRoot">BindToRoot</a><br>
&nbsp; - <a href="#BindToTarget">BindToTarget</a><br>
&nbsp; - <a href="#ChangeAnim">ChangeAnim</a><br>
&nbsp; - <a href="#ChangeAnim2">ChangeAnim2</a><br>
&nbsp; - <a href="#ChangeState">ChangeState</a><br>
&nbsp; - <a href="#ClearClipboard">ClearClipboard</a><br>
&nbsp; - <a href="#CtrlSet">CtrlSet</a><br>
&nbsp; - <a href="#DefenceMulSet">DefenceMulSet</a><br>
&nbsp; - <a href="#DestroySelf">DestroySelf</a><br>
&nbsp; - <a href="#DisplayToClipboard">DisplayToClipboard</a><br>
&nbsp; - <a href="#EnvColor">EnvColor</a><br>
&nbsp; - <a href="#EnvShake">EnvShake</a><br>
&nbsp; - <a href="#Explod">Explod</a><br>
&nbsp; - <a href="#ExplodBindTime">ExplodBindTime</a><br>
&nbsp; - <a href="#ForceFeedback">ForceFeedback</a><br>
&nbsp; - <a href="#FallEnvShake">FallEnvShake</a><br>
&nbsp; - <a href="#GameMakeAnim">GameMakeAnim</a><br>
&nbsp; - <a href="#Gravity">Gravity</a><br>
&nbsp; - <a href="#Helper">Helper</a><br>
&nbsp; - <a href="#HitAdd">HitAdd</a><br>
&nbsp; - <a href="#HitBy">HitBy</a><br>
&nbsp; - <a href="#HitDef">HitDef</a><br>
&nbsp; - <a href="#HitFallDamage">HitFallDamage</a><br>
&nbsp; - <a href="#HitFallSet">HitFallSet</a><br>
&nbsp; - <a href="#HitFallVel">HitFallVel</a><br>
&nbsp; - <a href="#HitOverride">HitOverride</a><br>
&nbsp; - <a href="#HitVelSet">HitVelSet</a><br>
&nbsp; - <a href="#LifeAdd">LifeAdd</a><br>
&nbsp; - <a href="#LifeSet">LifeSet</a><br>
&nbsp; - <a href="#MakeDust">MakeDust</a><br>
&nbsp; - <a href="#ModifyExplod">ModifyExplod</a><br>
&nbsp; - <a href="#MoveHitReset">MoveHitReset</a><br>
&nbsp; - <a href="#NotHitBy">NotHitBy</a><br>
&nbsp; - <a href="#Null">Null</a><br>
&nbsp; - <a href="#Offset">Offset</a><br>
&nbsp; - <a href="#PalFX">PalFX</a><br>
&nbsp; - <a href="#ParentVarAdd">ParentVarAdd</a><br>
&nbsp; - <a href="#ParentVarSet">ParentVarSet</a><br>
&nbsp; - <a href="#Pause">Pause</a><br>
&nbsp; - <a href="#PlayerPush">PlayerPush</a><br>
&nbsp; - <a href="#PlaySnd">PlaySnd</a><br>
&nbsp; - <a href="#PosAdd">PosAdd</a><br>
&nbsp; - <a href="#PosFreeze">PosFreeze</a><br>
&nbsp; - <a href="#PosSet">PosSet</a><br>
&nbsp; - <a href="#PowerAdd">PowerAdd</a><br>
&nbsp; - <a href="#PowerSet">PowerSet</a><br>
&nbsp; - <a href="#Projectile">Projectile</a><br>
&nbsp; - <a href="#RemoveExplod">RemoveExplod</a><br>
&nbsp; - <a href="#ReversalDef">ReversalDef</a><br>
&nbsp; - <a href="#ScreenBound">ScreenBound</a><br>
&nbsp; - <a href="#SelfState">SelfState</a><br>
&nbsp; - <a href="#SprPriority">SprPriority</a><br>
&nbsp; - <a href="#StateTypeSet">StateTypeSet</a><br>
&nbsp; - <a href="#SndPan">SndPan</a><br>
&nbsp; - <a href="#StopSnd">StopSnd</a><br>
&nbsp; - <a href="#SuperPause">SuperPause</a><br>
&nbsp; - <a href="#TargetBind">TargetBind</a><br>
&nbsp; - <a href="#TargetDrop">TargetDrop</a><br>
&nbsp; - <a href="#TargetFacing">TargetFacing</a><br>
&nbsp; - <a href="#TargetLifeAdd">TargetLifeAdd</a><br>
&nbsp; - <a href="#TargetPowerAdd">TargetPowerAdd</a><br>
&nbsp; - <a href="#TargetState">TargetState</a><br>
&nbsp; - <a href="#TargetVelAdd">TargetVelAdd</a><br>
&nbsp; - <a href="#TargetVelSet">TargetVelSet</a><br>
&nbsp; - <a href="#Trans">Trans</a><br>
&nbsp; - <a href="#Turn">Turn</a><br>
&nbsp; - <a href="#VarAdd">VarAdd</a><br>
&nbsp; - <a href="#VarRandom">VarRandom</a><br>
&nbsp; - <a href="#VarRangeSet">VarRangeSet</a><br>
&nbsp; - <a href="#VarSet">VarSet</a><br>
&nbsp; - <a href="#VelAdd">VelAdd</a><br>
&nbsp; - <a href="#VelMul">VelMul</a><br>
&nbsp; - <a href="#VelSet">VelSet</a><br>
&nbsp; - <a href="#Width">Width</a><br>
</tt>

<p class="MsoNormal c6"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="AfterImage"></a>
<p class="MsoNormal c3"><span class='c4'>AfterImage</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Enables player afterimage
effects. The character's frames are stored in a history buffer, and
are displayed after a delay as afterimages.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>duration</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of ticks that
the afterimages should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> displayed for. Set to -1 to display
indefinitely. Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> length = <i>no_of_frames</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Sets the capacity of the frame
history buffer. The history will</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> hold up to no_of_frames of the
character's most recently saved</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> frames. Assuming constant values for
timegap and framegap,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> increasing the length can increase
the number and "age" (for lack</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> of a better term) of afterimages
displayed at one time. The</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> maximum length is 60, and the
default is 20.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> palcolor = <i>col</i> (int)<span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> palinvertall = <i>invertall</i>
(bool)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> palbright = <i>add_r</i>, <i>add_g</i>,
<i>add_b</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> palcontrast = <i>mul_r</i>,<i>mul_g</i>,
<i>mul_b</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> palpostbright = <i>add2_r</i>,<i>add2_g</i>,
<i>add2_b</i> (int)</span></p>

<p class="MsoNormal c7"><span class='c1'>These parameters determine
palette effects to be applied to all afterimages. First the color
level is adjusted according to the palcolor value, then if
<i>invertall</i> 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 (<i>pal_r</i>+<i>add_r</i>)*<i>mul_r</i>/256 +
<i>add2_r</i>, assuming <i>palcolor</i> and <i>palinvert</i> 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:</span></p>

<p class="MsoNormal c7"><span class='c1'>palcolor = 256</span></p>

<p class="MsoNormal c7"><span class='c1'>palinvertall =
0</span></p>

<p class="MsoNormal c7"><span class='c1'>palbright =
30,30,30</span></p>

<p class="MsoNormal c7"><span class='c1'>palcontrast =
120,120,220</span></p>

<p class="MsoNormal c7"><span class='c1'>palpostbright =
0,0,0</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> paladd = <i>add_r</i>, <i>add_g</i>,
<i>add_b</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> palmul = <i>mul_r</i>,<i>mul_g</i>, <i>mul_b</i>
(float)</span></p>

<p class="MsoNormal c7"><span class='c1'>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<span class="c5">&nbsp;</span> 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:</span></p>

<p class="MsoNormal c7"><span class='c1'>paladd =
10,10,25</span></p>

<p class="MsoNormal c7"><span class='c1'>palmul =
.65,.65,.75</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> timegap = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This parameter controls how many
frames to skip between saving</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> player frames to the history buffer
for afterimage display. The</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> default is 1 (skip no frames). To
save every third frame (for</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> example), you would use timegap =
3.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> framegap = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Every <i>value'</i>th frame in the
history buffer will be displayed as an</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> afterimage. For instance, if
framegap = 4 (the default), then the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> first, fifth, ninth, ... frames of
the history buffer will be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> displayed as afterimages.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> trans = <i>type</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the transparency type for
the afterimages. Valid types</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> are "none" for an opaque afterimage,
"add", "add1", and "sub".</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="AfterImageTime"></a>
<p class="MsoNormal c3"><span class='c4'>AfterImageTime</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Changes the duration of
the player's afterimage effects, if currently enabled. If no
afterimage effects are being displayed, this controller does
nothing.</span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>new_duration</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Sets the new number of ticks that
the afterimages will be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> <span class="c5">&nbsp;&nbsp;</span>displayed
before being removed.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'>Alternate
syntax:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>new_duration</i> (int)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="AllPalFX"></a>
<p class="MsoNormal c3"><span class='c1'>AllPalFX</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="AngleAdd"></a>
<p class="MsoNormal c3"><span class='c4'>AngleAdd</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Adds to the drawing
rotation angle used by AngleDraw.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>add_angle</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> add_angle should be given in
degrees.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="AngleDraw"></a>
<p class="MsoNormal c3"><span class='c4'>AngleDraw</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>angle</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Sets the drawing angle.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c6"><span class='c1'>scale = <i>xscale</i>,
<i>yscale</i> (float, float)</span></p>

<p class="MsoNormal c6"><span class='c1'><span class=
"c5">&nbsp;</span> Scales the player sprite.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Rotation/scaling does not affect the player's
collision boxes.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="AngleMul"></a>
<p class="MsoNormal c3"><span class='c4'>AngleMul</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Multiplies the drawing
rotation angle used by AngleDraw by the specified
factor.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>angle_multiplier</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Multiplies the drawing angle by
<i>angle_multiplier</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="AngleSet"></a>
<p class="MsoNormal c3"><span class='c4'>AngleSet</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Sets the drawing rotation
angle used by AngleDraw. The angle is initialized at 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>angle</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>angle</i> should be given in
degrees.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="AppendToClipboard"></a>
<p class="MsoNormal c3"><span class=
'c4'>AppendToClipboard</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="AssertSpecial"></a>
<p class="MsoNormal c3"><span class='c4'>AssertSpecial</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> flag = <i>flag_name</i></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>flag_name</i> is a string
specifying the flag to assert.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> flag2 = <i>flag2_name</i></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> flag3 = <i>flag3_name</i></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> You can assert up to three flags
simultaneously.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Details:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> The flag name can be one of the
following:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - intro</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Tells MUGEN that the
character is currently performing his intro</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> pose. Must be asserted
on every tick while the intro pose is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> being
performed.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - invisible</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Turns the character
invisible while asserted. Does not affect</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> display of
afterimages.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - roundnotover</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Tells MUGEN that the
character is currently performing his win</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> pose. Must be asserted
on every tick while the win pose is being</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> performed.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - nobardisplay</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Disables display of
life, super bars, etc. while asserted.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - noBG</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Turns off the
background. The screen is cleared to black.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - noFG</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Disables display of
layer 1 of the stage (the foreground).</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - nostandguard</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> <span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;</span>While asserted, disables
standing guard for the character.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - nocrouchguard</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, disables
crouching guard for the character.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - noairguard</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, disables
air guard for the character.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - noautoturn</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, keeps
the character from automatically turning</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> to face the
opponent.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - nojugglecheck</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, disables
juggle checking. P2 can be juggled</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> regardless of juggle
points.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - nokosnd</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Suppresses playback of
sound 11, 0 (the KO sound) for players</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> who are knocked out. For
players whose KO sound echoes, nokosnd</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> must be asserted for 50
or more ticks after the player is KOed</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> in order to suppress all
echoes.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - nokoslow</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, keeps
MUGEN from showing the end of the round in</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> slow motion.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - noshadow</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, disables
display of this player's shadows.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - globalnoshadow</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Disables display of all
player, helper and explod shadows.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - nomusic</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, pauses
playback of background music.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - nowalk</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, the
player cannot enter his walk states, even if</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> he has control. Use to
prevent run states from canceling into</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> walking.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - timerfreeze</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, keeps
the round timer from counting down. Useful</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> to keep the round from
timing over in the middle of a splash</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> screen.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - unguardable</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> While asserted, all the
asserting player's HitDefs become</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> unblockable, i.e., their
guardflags are ignored.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="AttackDist"></a>
<p class="MsoNormal c3"><span class='c1'>AttackDist</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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</span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>guard_dist</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> New guard distance, in
pixels.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="AttackMulSet"></a>
<p class="MsoNormal c3"><span class='c1'>AttackMulSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Sets the player's attack
multiplier. All damage the player gives is scaled by this
amount.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>attack_mul</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the desired multiplier.
For instance, an <i>attack_mul</i> of 2</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> deals double damage.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="BGPalFX"></a>
<p class="MsoNormal c3"><span class='c1'>BGPalFX</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="BindToParent"></a>
<p class="MsoNormal c3"><span class='c1'>BindToParent</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>bind_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specify number of ticks that this
binding should be effective.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> facing = <i>facing_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>facing_flag</i> is -1, makes
the player always face the opposite</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> direction from its parent during the
binding time. If <i>facing_flag</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is 1, makes the player always face
the same direction as its</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parent during the binding time. If
facing_flag is 0, the player</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> will not turn regardless of what its
parent does. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pos = <i>pos_x</i> (float), <i>pos_y</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>pos_x</i> and <i>pos_y</i>
specify the offsets (from the parent's axis) to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> bind to. Defaults to 0,0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> If the player's parent is destroyed (for
example, if it is a</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> helper, and executes DestroySelf), then the
effect of</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> BindToParent is terminated.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="BindToRoot"></a>
<p class="MsoNormal c3"><span class='c1'>BindToRoot</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>bind_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specify number of ticks that this
binding should be effective.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> facing = <i>facing_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If facing_flag is -1, makes the
player always face the opposite</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> direction from its root during the
binding time. If facing_flag</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is 1, makes the player always face
the same direction as its</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> root during the binding time. If
facing_flag is 0, the player</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> will not turn regardless of what its
root does. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pos = <i>pos_x</i> (float), <i>pos_y</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>pos_x</i> and <i>pos_y</i>
specify the offsets (from the root's axis) to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> bind to. Defaults to 0,0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> If the player's root is destroyed (for example,
if it is a</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> helper, and executes DestroySelf), then the
effect of</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> BindToRoot is terminated.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="BindToTarget"></a>
<p class="MsoNormal c3"><span class='c1'>BindToTarget</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Binds the player to a
specified position relative to the specified target.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>bind_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specify number of ticks that this
binding should be effective.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ID = <i>bind_id</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies ID number of the target to
bind to. Defaults to -1 (pick</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> any target).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pos = <i>pos_x</i> (float), <i>pos_y</i>
(float), <i>postype</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>pos_x</i> and <i>pos_y</i>
specify the offsets (from the bind point) to bind</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to. The bind point defaults to the
target's axis.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>postype</i> is "Foot", then
the bind point is the target's axis.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>postype</i> is "Mid", then the
bind point is the target's</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> midsection.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>postype</i> is "Head", then
the bind point is the target's head.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> In the latter two cases, the bind
point is determined from the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> values of the head.pos and mid.pos
parameters in the target's CNS</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> file. The bind point is not
guaranteed to match up with the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> target's head or
midsection.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="ChangeAnim"></a>
<p class="MsoNormal c3"><span class='c1'>ChangeAnim</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Changes the action number
of the player's animation.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>anim_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>anim_no</i> is the action number
to change to.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> elem = <i>elem_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>elem_no</i> is the element number
within the specified action</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to start from.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="ChangeAnim2"></a>
<p class="MsoNormal c3"><span class='c1'>ChangeAnim2</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="ChangeState"></a>
<p class="MsoNormal c3"><span class='c1'>ChangeState</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Changes the state number
of the player.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>state_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>state_no</i> is the number of the
state to change to.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ctrl = <i>ctrl_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>ctrl_flag</i> is the value to set
the player's control</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> flag to. 0 for no control, nonzero
for control.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> anim = <i>anim_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the action number to switch
to. If omitted,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player's animation will remain
unchanged.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Change to standing state, and give player
control</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = ChangeState</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = 0</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ctrl = 1</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="ClearClipboard"></a>
<p class="MsoNormal c3"><span class='c1'>ClearClipboard</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Erases any text currently
on the player's clipboard.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="CtrlSet"></a>
<p class="MsoNormal c3"><span class='c1'>CtrlSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Sets the player's control
flag.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>ctrl_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to nonzero to have control, or 0
to disable control.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="DefenceMulSet"></a>
<p class="MsoNormal c3"><span class='c1'>DefenceMulSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Sets the player's defense
multiplier. All damage the player takes is scaled by (the
reciprocal of) this amount.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>defense_mul</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the defense multiplier.
For instance, a <i>defense_mul</i> of 2</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> takes half damage.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="DestroySelf"></a>
<p class="MsoNormal c3"><span class='c1'>DestroySelf</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="DisplayToClipboard"></a>
<p class="MsoNormal c3"><span class=
'c1'>DisplayToClipboard</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> text = "<i>format_string</i>"</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>format_string</i> must be encased
in double-quotes. It is a printf</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> format string, so if you know about
printf, you can skip this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> description. The format string
contains any text you wish to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> display. You can also use \n to
generate a line break, and \t to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> generate a tab character (tab width
is equivalent to 4 characters).</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> To display the value of an
arithmetic expression, you can put a %d</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> (for ints) or a %f (for floats) in
the format string, then specify</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the expression in the params list.
To display a % character, you</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> must put %% in the format
string.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> params = <i>exp_1</i>,
<i>exp_2</i>,<i>exp_3</i>, <i>exp_4</i>, <i>exp_5</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Up to 5 numeric arguments can be
specified in the format string.<span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> These should be listed under the
params item, in order. The type</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> of each parameter must match its
format specifier. You cannot</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> specify more or less parameters than
are called for in the format</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> string.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = DisplayToClipboard</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> text="The value of var(17) is %d, which is %f%%
of 23.\n\t--Kiwi."</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> params = var(17):=1,var(17)/.230</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> displays the following to the
player's clipboard:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The value of var(17) is 1, which is
4.347826% of 23.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>
--Kiwi.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="EnvColor"></a>
<p class="MsoNormal c3"><span class='c1'>EnvColor</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>col_r</i>,<i>col_g</i>, <i>col_b</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the R, G, and B components
of the color to set the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> screen to. Each component should be
an integer between 0 and 255.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The larger a component, the more of
that color will appear in the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> environment color. The default is
255,255,255 (pure white).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>effective_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies how many ticks the
environment color should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> displayed. Defaults to 1 tick. Set
to -1 to have the EnvColor</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> persist indefinitely.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><i><span class='c1'><span class=
"c5">&nbsp;</span></span></i> <span class='c8'>under =
<i>under_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set under_flag to 1 to have the
environment color drawn under</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> characters and projectiles. In other
words, characters and</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> projectiles will be visible on top
of the colored backdrop.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="EnvShake"></a>
<p class="MsoNormal c3"><span class='c1'>EnvShake</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Causes the screen to
shake.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>shake_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of ticks to
shake the screen for.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> freq = <i>shake_speed</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> shake_speed is a float between 0
(slow shake) to 180 (fast</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> shake). Defaults to 60.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ampl = <i>shake_amplitude</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The larger the amplitude, the
farther the screen shakes up and</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> down. A negative amplitude means
that the screen will shake down</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> first. Defaults to -4.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> phase = <i>phase_offset</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the phase offset for the
shaking. The default is 0,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> unless the frequency multiplier is
90 or greater. In this case,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the default phase offset is
90.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="Explod"></a>
<p class="MsoNormal c3"><span class='c4'>Explod</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>The Explod controller is a
flexible tool for displaying animations such as sparks. Its
functionality includes that of GameMakeAnim, which is now
deprecated.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> anim = <i>[F]anim_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>anim_no</i> specifies the number
of the animation to play back. The</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 'F' prefix is optional: if included,
then the animation is played</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> back from fight.def.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> ID = <i>id_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>id_no</i> specifies an ID number
for this explod. Useful mainly with</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the NumExplod trigger and the
RemoveExplod controller.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> pos = <i>x_pos</i>, <i>y_pos</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>x_pos</i> and <i>y_pos</i>
specify the offset at which to create the explod.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The exact behavior depends on the
postype. If these parameters are</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> omitted, they default to
0.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> postype = <i>string</i> (string)</span></p>

<p class="MsoNormal c7"><i><span class='c4'>string</span></i> <span
class='c4'>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:</span></p>

<p class="MsoNormal c9"><span class='c4'>- p1</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> Interprets pos relative to p1's axis. A positive
x offset is</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> toward the front of p1. This is the default
value for postype.</span></p>

<p class="MsoNormal c9"><span class='c4'>- p2</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> Interprets pos relative to p2's axis. A positive
x offset is</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> toward the front of p2.</span></p>

<p class="MsoNormal c9"><span class='c4'>- front</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> Interprets xpos relative to the edge of the
screen that p1 is</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> facing toward, and ypos relative to the top of
the screen. A</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> positive x offset is away from the center of the
screen,<span class="c5">&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> whereas a negative x offset is toward the
center.</span></p>

<p class="MsoNormal c9"><span class='c4'>- back</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> Interprets xpos relative to the edge of the
screen that p1 is</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> facing away from, and ypos relative to the top
of the screen. A</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> positive x offset is toward the center of the
screen, whereas a</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> negative x offset is away from the
center.</span></p>

<p class="MsoNormal c9"><span class='c4'>- left</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> Interprets xpos and ypos relative to the
upper-left corner of</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> the screen. A positive x offset is toward the
right of the</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> screen.</span></p>

<p class="MsoNormal c9"><span class='c4'>- right</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> Interprets xpos and ypos relative to the
upper-right corner of</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> the screen. A positive x offset is toward the
left of the</span></p>

<p class="MsoNormal c9"><span class='c4'><span class=
"c5">&nbsp;</span> screen.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> facing = <i>facing</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set <i>facing</i> to 1 to have the
explod face in the same direction as</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the positive x offset (as determined
by postype), and -1 to have</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the explod face in the opposite
direction. Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> vfacing = <i>vfacing</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set vfacing to -1 to have the explod
display vertically flipped,</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> or 1 to have the explod display
vertically unflipped. Defaults to</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 1 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> bindtime = <i>bind_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of game ticks
to bind the explod to the bind</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> point specified by postype. For
instance, if postype = p1, pos =</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 30, -40, and bindtime = 5, then the
explod will be drawn at</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> position 30, -40 relative to p1's
axis for 5 ticks, no matter how</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> p1 moves during this time. After the
bindtime has expired, the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> explod will no longer be bound to
the bind point, and will</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> maintain its position (unless
affected by the vel or accel</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameters). If bindtime = -1, then
the explod will be bound</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> forever.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> vel = <i>x_vel</i>, <i>y_vel</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies initial X and Y velocity
components for the explod.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> These are interpreted relative to
the explod's "facing" direction.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> These default to 0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> accel = <i>x_accel</i>, <i>y_accel</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies X and Y acceleration
components for the explod. These</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> default to 0.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> random = <i>rand_x</i>, <i>rand_y</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Causes the explod's bind point to be
displaced by a random amount<span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> when created. <i>rand_x</i>
specifies the displacement range in the x</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> direction, and <i>rand_y</i>
specifies the displacement range in the y</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> direction. For instance, if pos =
0,0 and random = 40,80, then the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> explod's x location will be a random
number between -20 and 19,</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> and its y location will be a random
number between -40 and 39.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Both arg1 and arg2 default to 0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> removetime = <i>rem_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>rem_time</i> is positive, the
explod will be removed after having</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> been displayed for that number of
game ticks. If <i>rem_time</i> is -1,</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the explod will be displayed
indefinitely. If <i>rem_time</i> is -2,</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the explod will be removed when its
animtime reaches 0. The</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> default value if omitted is
-2.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> supermove = <i>bvalue</i> (boolean)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> (deprecated -- use supermovetime
parameter instead)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set supermove = 1 to have the explod
persist until the end of a</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> super pause, regardless of the value
of removetime. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> supermovetime = <i>move_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the number of ticks that
the explod should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "unfrozen" during a SuperPause.
Often useful if you want the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> explod to be animated during a
SuperPause, such as for custom</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> super sparks. Defaults to
0.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> pausemovetime = <i>move_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the number of ticks that
the explod should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "unfrozen" during a Pause. Defaults
to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> scale = <i>x_scale [,y_scale]</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>x_scale</i> and <i>y_scale</i>
specify the scaling factors to apply to the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> explod in the horizontal and
vertical directions. Both default to</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 1 (no scaling) if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> sprpriority = <i>pr</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>pr</i> specifies the drawing
priority for the explod. Animations</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> with higher priority get drawn over
animations with lesser</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> priority. For instances, setting
sprpriority = -3 will cause the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> explod to be drawn under most
characters and other explods, which</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> usually have sprpriority &gt;=
-2.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> ontop = <i>bvalue</i> (boolean)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set ontop = 1 to have the explod
drawn over all other sprites and</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> background layers. This parameter
has precedence over sprpriority.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> shadow = <i>shad_r</i>,
<i>shad_g</i>,<i>shad_b</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the R, G, and B components
of the explod's shadow. Valid</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> values for each component are 0-255.
The greater a component, the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> less of that color will be displayed
in the shadow. To use the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> shadow color of the stage, set
shad_r to -1. Defaults to 0,0,0 (no</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> shadow).</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> ownpal = <i>bvalue</i> (boolean)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set ownpal = 1 to give the explod
its own copy of its palette.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is desirable if you want to
keep temporary changes to the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> player's palette, such as recovering
from a fall or using the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> PalFX controller, from affecting the
color of the explod. Defaults</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to 0 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> removeongethit = <i>bvalue</i>
(boolean)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Setting this to 1 will have the
explod removed if the player gets</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> hit. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> ignorehitpause = <i>bvalue</i>
(boolean)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If this is 1, the explod will be
animated independently of the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> player that created it. If set to 0,
it will not be updated when</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player is in hitpause. Defaults
to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> trans = <i>trans_type</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Overrides the explod's animation
transparency settings. See the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Trans controller for details. An
"alpha" parameter must be specified</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> if <i>trans_type</i> is "addalpha".
If omitted, does nothing.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="ExplodBindTime"></a>
<p class="MsoNormal c3"><span class='c4'>ExplodBindTime</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Changes the position
binding time of the player's explods.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> ID = <i>id_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Only explods with ID number equal to
<i>id_no</i> will have their</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> position binding affected. Set ID to
-1 to affect the binding of</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> all explods. This is the default
behavior.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> time = <i>binding_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of ticks for
which the explods should be</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> bound to their binding points
(defined at the time the explods</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> were created.) Defaults to 1 tick. A
time of -1 binds the explods</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> indefinitely.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Alternate
syntax:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> value = <i>binding_time</i> may be used instead
of time = <i>binding_time</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Example:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="ForceFeedback"></a>
<p class="MsoNormal c3"><span class='c4'>ForceFeedback</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Creates force feedback for
supported force feedback devices. Currently, the only such devices
are Playstation dual shock controllers using the engine's native
support.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Parameters to the
ForceFeedback controller may not be specified using arithmetic
expressions. It is an exception in this regard.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> waveform = <i>wave_type</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Valid waveforms are "sine",
"square", "sinesquare", and "off". For</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the Dual Shock controller, a sine
waveform corresponds to the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> large rumble motor, and a square
waveform corresponds to the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> smaller buzzer motor. sinesquare, of
course, corresponds to both</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> motors simultaneously. Use "off" to
turn off any force feedback</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> that is currently executing.
waveform defaults to sine.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> time = <i>duration</i> (integer
constant)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies how long the force
feedback should last, in ticks.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 60.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> freq = <i>start</i> (integer constant),
<i>d1</i>,<i>d2</i>, <i>d3</i> (float constants)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Force feedback frequency varies
between 0 and 255. The formula</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> used to determine force feedback
frequency is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>start</i> + <i>d1</i>*<i>t</i> +
<i>d2</i>*<i>t</i>**2 + <i>d3</i>*<i>t</i>**3</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> where <i>t</i> represents the number
of ticks elapsed since the force</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> feedback was initiated. Defaults
to</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> freq = 128,0,0,0</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Currently, the frequency parameter
is completely ignored.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> ampl = <i>start</i> (integer constant),
<i>d1</i>,<i>d2</i>, <i>d3</i> (float constants)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Force feedback amplitude varies
between 0 and 255. The formula</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> used to determine force feedback
frequency is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>start</i> + <i>d1</i>*<i>t</i> +
<i>d2</i>*<i>t</i>**2 + <i>d3</i>*<i>t</i>**3</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> where <i>t</i> represents the number
of ticks elapsed since the force</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> feedback was initiated. Defaults
to</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> ampl = 128,0,0,0</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> self = <i>self_flag</i> (boolean
constant)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If self is 1, then P1's pad will
vibrate. If self is 0, then P2's</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> pad will vibrate. Defaults to
1.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c4'>Example:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> See common1.cns.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="FallEnvShake"></a>
<p class="MsoNormal c3"><span class='c1'>FallEnvShake</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Example:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> See common1.cns.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="GameMakeAnim"></a>
<p class="MsoNormal c3"><span class='c1'>GameMakeAnim</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>anim_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the animation number (from
fightfx) of the animation to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> play. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> under = <i>under_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If under_flag is 1, the animation is
drawn behind the character</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> sprites. Defaults to 0 (draw over
characters).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pos = <i>x_pos</i>, <i>y_pos</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the position to display
the animation at, relative to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player axis. Defaults to
0,0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> random = <i>rand_amt</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The position of the animation will
be displaced in the x and y</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> directions by (different) random
amounts. The displacement can be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> as large as half of rand_amt. You
can think of <i>rand_amt</i> as</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> specifying the total possible
"spread" in the positions of the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> randomly displaced animations.
Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="Gravity"></a>
<p class="MsoNormal c3"><span class='c1'>Gravity</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Accelerates the player
downwards, using the value of the player's "yaccel"
constant.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Applies constant acceleration throughout
state</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> trigger1 = 1</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = Gravity</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="Helper"></a>
<p class="MsoNormal c3"><span class='c1'>Helper</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Creates another instance
of the player as a helper character.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> helpertype = <i>type_string</i></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> (deprecated -- do not use
player-type helpers)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If helpertype = normal, then the
helper will be allowed to move</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> off the edge of the screen.
Furthermore, the camera will not move</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to try to keep the helper on screen.
If helpertype = player, then</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the helper will be constrained to
the screen and will be followed</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> by the camera, just like a normal
player. Defaults to normal.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If you plan to use a helper for
camera manipulation, do not use</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> a player-type helpers (it is
deprecated). Use the ScreenBound</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> controller with the "movecamera"
parameter if necessary.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> name = "<i>name_string</i>"</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies a name for this helper,
which must be enclosed in double</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> quotes. If omitted, the name
defaults to "&lt;parent&gt;'s helper",</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> where &lt;parent&gt; represents the
name of the player creating the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> helper.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ID = <i>id_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Sets an ID number to refer to this
helper by. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pos = <i>x_off</i>, <i>y_off</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the x and y offsets to
create this helper at. The</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> precise meaning of these parameters
is dependent on the postype.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0,0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> postype = <i>postype_string</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> postype works nearly the same as in
the Explod controller.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> postype_string specifies the postype
-- how to interpret the pos</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameters. In all cases, a positive
y offset means a downward</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> displacement.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Valid values for <i>postype</i> are
the following:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - p1</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
pos relative to p1's axis. A positive x offset is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> <span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>toward the front of
p1. This is the default value for postype.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - p2</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
pos relative to p2's axis. A positive x offset is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> toward the
front of p2. If p2 does not exist, the helper is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> created with
respect to p1.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - front</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
xpos relative to the edge of the screen that p1 is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> facing
toward, and ypos relative to p1's axis. A positive x</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> offset is
away from the center of the screen, whereas a</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> negative x
offset is toward the center.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - back</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
xpos relative to the edge of the screen that p1 is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> facing away
from, and ypos relative to p1's axis. A positive x</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> offset is
toward the center of the screen, whereas a negative x</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> offset is
away from the center.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - left</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
xpos relative to the left edge of the screen, and</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> ypos
relative to p1's axis. A positive x offset is toward the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> right of the
screen.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - right</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
xpos relative to the right edge of the screen, and</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> ypos
relative to p1's axis. A positive x offset is toward the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> left of the
screen.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> facing = <i>facing</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If postype is left or right, setting
facing to 1 will make the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> helper face the right, and a value
of -1 makes the helper face</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> left.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> For all other values of postype
except p2, if facing is 1, the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> helper will face the same direction
as the player. If facing is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> -1, the helper will face the
opposite direction.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> In the case of postype = p2, facing
has the same effect as above,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> except it is with respect to p2's
facing. Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> stateno = <i>start_state</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the state number that the
helper starts off in.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> keyctrl = <i>ctrl_flag</i> (boolean)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If keyctrl = 1, then the helper is
able to read command input from</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player (e.g., the keyboard or
joystick). Also, the helper will</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> inherit its root's State -1. If
keyctrl = 0, then the helper does</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> not have access to command input,
and does not inherit State -1.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The default value of keyctrl is
0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ownpal = <i>pal_flag</i> (boolean)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If ownpal = 0, the helper will
inherit its parent's palette. If the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parent's palette is temporarily
changed (eg. by a PalFX controller), the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> changes will be reflected in the
helper too. If ownpal = 1, the helper</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> will receive its own working
palette, that is independent of its</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parent's. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> supermovetime = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the number of ticks that
the helper should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "unfrozen" during a SuperPause.
Often useful if you want the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> helper to make its appearance during
a SuperPause. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> pausemovetime = <i>move_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the number of ticks that
the helper should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "unfrozen" during a Pause. Defaults
to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.xscale (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.yscale (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.ground.back (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.ground.front (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.air.back (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.air.front (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.height (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.proj.doscale (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.head.pos (int,int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.mid.pos (int,int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> size.shadowoffset (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> These parameters have the same
meaning as the corresponding</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameters in the root's CNS file.
You can specify one or more of</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> these parameters to change it to a
value suitable for this helper.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Otherwise, they default to the
values inherited from the parent.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="HitAdd"></a>
<p class="MsoNormal c3"><span class='c1'>HitAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Adds hits to the current
combo.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>add_count</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>add_count</i> specifies the
number of hits to add to the current</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> combo.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="HitBy"></a>
<p class="MsoNormal c3"><span class='c1'>HitBy</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Temporarily specifies
types of hits that should be allowed hit to the player.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>attr_string<span class=
"c5">&nbsp;</span></i> OR<span class="c5">&nbsp;</span> value2 =
<i>attr_string</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Only one of the above parameters can
be specified. <i>attr_string</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> should be a standard hit attribute
string.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>effective_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of game ticks
that these HitBy attributes</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> should be effective for. Defaults to
1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Details:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> The player has two hit attribute slots, which
can be set using the<span class="c5">&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value or value2 parameters to the HitBy
controller. These slots can</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> also be set by the NotHitBy controller. When a
slot is set, it gets</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> a timer (the effective time) which counts down
toward zero. If the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> timer has not yet reached zero, the slot is
considered to be active.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> The player can be hit by a HitDef only if that
HitDef's attribute</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> appears in all currently active
slots.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Using the HitBy controller sets the specified
slot to contain only</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> those hit attributes which appear in the HitBy
attribute string.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Can be hit only by standing normal
attacks</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> trigger1 = 1</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = HitBy</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = S, NA</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="HitDef"></a>
<p class="MsoNormal c3"><span class='c1'>HitDef</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> attr = <i>hit_attribute</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the attribute of the attack.
It is used to determine if</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the attack can hit P2. It has the
format:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> attr = <i>arg1</i>,
<i>arg2</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Where:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - arg1 is either "S", "C" or "A".
Similar to "statetype" for the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> StateDef, this says
whether the attack is a standing, crouching,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> or aerial
attack.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> - arg2 is a 2-character string. The
first character is either "N"</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> for "normal", "S" for
"special", or "H" for "hyper" (or "super",</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> as it is commonly
known). The second character must be either</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> "A" for "attack" (a
normal hit attack), "T" for "throw", or "P"</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> for
projectile.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> hitflag = <i>hit_flags</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This determines what type of state
P2 must be in for P1 to hit.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>hit_flags</i> is a string
containing a combination of the following</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> characters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "H" for "high", "L" for "low" or "A"
for air. "M" (mid) is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> equivalent to saying "HL". "F" is
for fall, and if included</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> will allow P1 to juggle falling
opponents in the air. "D" is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> for "lying Down", and if included
allows P1 to hit opponents</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> lying down on the ground.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Two optional characters are "+" and
"-". If "+" is added, then</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the hit only affects people in a
gethit state. This may be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> useful for chain-moves that should
not affect opponents who</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> were not hit by the first move in
the chain attack.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If "-" is added, then the hit only
affects players that are</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> NOT in a gethit state. You should
use "-" for throws and</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> other moves you do not want P1 to be
able to combo into.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "+" and "-" are mutually exclusive,
ie. cannot be used at the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> same time.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If omitted, this defaults to
"MAF".</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guardflag = <i>hit_flags</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This determines how P2 may guard the
attack. <i>hit_flags</i> is a</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> string containing a combination of
the following characters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "H" for "high", "L" for "low" or "A"
for air. "M" (mid) is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> equivalent to saying
"HL".</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> affectteam = <i>team_type</i>
(string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>team_type</i> specifies which
team's players can be hit by this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> HitDef. Use B for both teams (all
players), E for enemy team</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> (opponents), or F for friendly team
(your own team). The default</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is E.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> animtype = <i>anim_type</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This refers to the type of animation
that P2 will go into when hit</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> by the attack. Choose from "light",
"medium", "hard", "back", "up",</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> or "diagup".</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The first three should be
self-explanatory. "Back" is the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> <span class="c5">&nbsp;&nbsp;</span>animation
where P2 is knocked off her feet. "Up" should be used</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> when the character is knocked
straight up in the air (for instance,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> by an uppercut), and "DiagUp" should
be used when the character is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> knocked up and backwards in the air,
eventually landing on his</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> head.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The default is "Light".</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> air.animtype = <i>anim_type</i>
(string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Similar to the "animtype" parameter,
this is the animtype to set</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> P2 to if P2 is in the air, instead
of on the ground. Defaults to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the same value as the "animtype"
parameter if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.animtype = <i>anim_type</i>
(string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Similar to the "animtype" parameter,
this is the animtype to set</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> P2 to if P2 is hit while falling.
Defaults to Up if air.animtype</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is Up, or Back otherwise.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> priority = <i>hit_prior</i> (int),
<i>hit_type</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the priority for this hit.
Hits with higher priorities</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> take precedence over hits with lower
priorities. Valid values for</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>hit_prior</i> are 1-7. Defaults
to 4.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>hit_type</i>, if specified, gives
the priority class of the hit. Valid</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> priority classes are Dodge, Hit, and
Miss. The priority class</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> determines the tiebreaking behavior
when P1 and P2 hit each other</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> simultaneously with equal
priorities. The behavior is as follows:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Hit vs. Hit: both P1 and P2 are
hit</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Hit vs. Miss: Hit hits, Miss
misses</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Hit vs. Dodge: No hits</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Dodge vs. Dodge: No hits</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Dodge vs. Miss: No hits</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Miss vs. Miss: No hits</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> In the case of a no-hit tie, the
respective HitDefs stay enabled.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> damage = <i>hit_damage</i>, <i>guard_damage</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>hit_damage</i> is the damage that
P2 takes when hit by P2. The</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> optional <i>guard_damage</i>
parameter is the damage taken by P2 if the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> hit is guarded. Both default to zero
if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pausetime = <i>p1_pausetime</i>,
<i>p2_shaketime</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the time that each player
will pause on the hit.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>p1_pausetime</i> is the time to
freeze P1, measured in game-ticks.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>p2_pausetime</i> is the time to
make P2 shake before recoiling from</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the hit. Defaults to 0,0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guard.pausetime = <i>p1_pausetime</i>,
<i>p2_shaketime</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Similar to the "pausetime"
parameter, these are the times</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to pause each player if the hit was
guarded.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to the same values as the
"pausetime" parameter if</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> sparkno = <i>action_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the action number of the
spark to display if the hit</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is successful. To play a spark out
of the player's .AIR file,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> precede the action number with an
S.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to the value set in the
player variables if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guard.sparkno = <i>action_no</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the action number of the
spark to display if the hit</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> was guarded. To play a spark out of
the player's .AIR file,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> precede the action number with an
S.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to the value set in the
player variables if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> sparkxy = <i>spark_x</i>, <i>spark_y</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is where to make the hit/guard
spark.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>spark_x</i> is a coordinate
relative to the front of P2. A negative</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> value makes the spark deeper inside
P2. "Front" refers to the x-</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> position at P2's axis offset towards
P1 by the corresponding</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> width value in the [Size] group in
P2's player variables.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>spark_y</i> is relative to P1. A
negative value makes a spark higher</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> up. You can use a tool like AirView
to determine this value by</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> positioning the cursor at the
"attack spot" and reading off the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> value of the y-position.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0,0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> hitsound = <i>snd_grp</i>, <i>snd_item</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the sound to play on hit
(from common.snd). The included</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> fight.snd lets you choose from 5,0
(light hit sound) through to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 5,4 (painful whack). To play a sound
from the player's own SND</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> file, precede the first number with
an "S". For example,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "hitsound = S1,0".</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to the value set in the
player variables if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guardsound = <i>snd_grp</i>, <i>snd_item</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the sound to play on guard
(from common.snd). Only 6,0 is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> available at this time. To play a
sound from the player's own SND</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> file, precede the first number with
an "S". There is no facility</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to play a sound from the opponent's
SND file.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to the value set in the
player variables if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ground.type = <i>attack_type</i>
(string)</span></p>

<p class="MsoNormal c7"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> air.type = <i>attack_type</i>
(string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the kind of attack if P2 is
in the air. Defaults to the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> same value as "ground.type" if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ground.slidetime = <i>slide_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the time in game-ticks that
P2 will slide back for after</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> being hit (this time does not
include the pausetime for P2).</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Applicable only to hits that keep P2
on the ground.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guard.slidetime = <i>slide_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Same as "ground.slidetime", but this
is the value if P2 guards the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> hit. Defaults to same value as
"guard.hittime".</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ground.hittime = <i>hit_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Time that P2 stays in the hit state
after being hit. Increase this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> value to keep P2 in the hit state
for a longer time, perhaps to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> make it easier to combo. Applicable
only to hits that keep P2 on</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the ground. Defaults to 0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guard.hittime = <i>hit_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Same as "ground.hittime", but this
is the value if P2 guards the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> hit. Defaults to same value as
"ground.hittime".</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> air.hittime = <i>hit_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Time that p2 stays in the hit state
after being hit in or into the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> air, before being able to guard
again. This parameter has no effect</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> if the "fall" parameter is set to 1.
Defaults to 20 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guard.ctrltime =
<i>ctrl_time</i>(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the time before p2 regains
control in the ground guard</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> state. Defaults to the same value as
"guard.slidetime" if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guard.dist = <i>x_dist</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the x-distance from P1 in
which P2 will go into a guard</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> state if P2 is holding the direction
away from P1. Defaults to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the value in the player variables if
omitted. You normally do</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> not need to use this
parameter.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> yaccel = <i>accel</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the y acceleration to
impart to P2 if the hit connects.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ground.velocity = <i>x_velocity</i>,
<i>y_velocity</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Initial velocity to give P2 after
being hit, if P2 is on the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> ground. If <i>y_velocity</i> is not
zero, P2 will be knocked into the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> air. Both values default to 0 if
omitted. You can leave out</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the <i>y_velocity</i> if you want P2
to remain on the ground.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guard.velocity = <i>x_velocity</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Velocity to give P2 if P2 guards the
hit on the ground.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to the <i>x_velocity</i>
value of the "ground.velocity"</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameter if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> air.velocity = <i>x_velocity</i>,
<i>y_velocity</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Initial velocity to give P2 if P2 is
hit in the air.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0,0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> airguard.velocity = <i>x_velocity</i>,
<i>y_velocity</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Velocity to give P2 if P2 guards the
hit in the air. Defaults</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to <i>x_velocity</i>*1.5,
<i>y_velocity</i>/2, where <i>x_velocity</i> and
<i>y_velocity</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> are values of the "air.velocity"
parameter.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ground.cornerpush.veloff = <i>x_velocity</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the additional velocity
(velocity offset) to impart to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player if he lands a ground hit
in the corner. Setting this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to a higher value will cause the
player to be "pushed back" farther</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> out of the corner. If omitted,
default value depends on the attr</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameter. If arg1 of attr is "A",
default value is 0. Otherwise,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> defaults to
1.3*guard.velocity.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> air.cornerpush.veloff = <i>x_velocity</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the additional velocity
(velocity offset) to impart to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player if he lands a hit to an
aerial opponent in the corner.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Setting this to a higher value will
cause the player to be "pushed</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> back" farther out of the corner.
Defaults to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> ground.cornerpush.veloff if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> down.cornerpush.veloff = <i>x_velocity</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the additional velocity
(velocity offset) to impart to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player if he lands a hit on a
downed opponent in the corner.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Setting this to a higher value will
cause the player to be "pushed</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> back" farther out of the corner.
Defaults to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> ground.cornerpush.veloff if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guard.cornerpush.veloff = <i>x_velocity</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the additional velocity
(velocity offset) to impart to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player if his hit is guarded in
the corner. Setting this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to a higher value will cause the
player to be "pushed back" farther</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> out of the corner. Defaults to
ground.cornerpush.veloff if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> airguard.cornerpush.veloff = <i>x_velocity</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the additional velocity
(velocity offset) to impart to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player if his hit is guarded in
the corner. Setting this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to a higher value will cause the
player to be "pushed back" farther</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> out of the corner. Defaults to
guard.cornerpush.veloff if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> airguard.ctrltime = <i>ctrl_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the time before p2 regains
control in the air guard state.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span><span class="c5">&nbsp;&nbsp;</span> Defaults to
the same value as "guard.ctrltime" if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> air.juggle = <i>juggle_points</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The amount of additional juggle
points the hit requires. Do not</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> confuse this with the "juggle"
parameter in the StateDef.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> You typically do not need this
parameter, except for HitDefs of</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> projectiles. Defaults to 0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> mindist = <i>x_pos</i>, <i>y_pos</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> maxdist = <i>x_pos</i>, <i>y_pos</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> These let you control the minimum
and maximum distance of P2</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> relative to P1, after P2 has been
hit. These parameters are not</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> commonly used.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to no change in P2's
position if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> snap = <i>x_pos</i>, <i>y_pos</i>
(int)</span></p>

<p class="MsoNormal c7"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> p1sprpriority = <i>drawing_priority</i>
(int)</span></p>

<p class="MsoNormal c7"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> p2sprpriority = <i>drawing_priority</i>
(int)</span></p>

<p class="MsoNormal c7"><span class='c1'>This is the drawing
priority of P2's sprite if the move hits or is guarded by P2. The
default value is 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> p1facing = <i>facing</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to -1 to make P1 turn around if
the hit is successful.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Usually useful only for
throws.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The default value is no change in
where P1 is facing.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> p1getp2facing = <i>facing</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 1 to have P1 face in the same
direction as P2 is facing</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> after the hit connects, and -1 to
have P1 face the opposite</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> direction from P2. Defaults to 0 (no
change). If nonzero, this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameter takes precedence over
p1facing.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> p2facing = <i>facing</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 1 to make P2 face the same
direction as P1 if the hit</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is successful, -1 to make P2 face
away.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The default value is no change in
where P2 is facing.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> p1stateno = <i>state_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the number of the state to
set P1 to if the hit is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> successful. Used mainly for
throws.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> p2stateno = <i>state_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the number of the state to
set P2 to if the hit is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> successful. P2 will get P1's states
and animation data.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Used mainly for throws.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> p2getp1state = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 0 to prevent P2 from getting
P1's state and animation</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> data, in case you do not want that
default behaviour of the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "p2stateno" parameter. Defaults to 1
if the "p2stateno"</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameter is used. Ignored
otherwise.<span class="c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> forcestand = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 1 to force P2 to a standing
state-type if the hit is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> successful, and P2 is in a crouching
state.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Normally defaults to 0, but if the
<i>y_velocity</i> of the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "ground.velocity" parameter is
non-zero, it defaults to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 1 if you want P2 to go into a
"fall" state (where</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> P2 hits the ground without
recovering control in the air).</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Use if you want a move to "knock
down" P2.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.xvelocity = <i>x_velocity</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the x-velocity that P2 gets
when bouncing off the ground</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> in the "fall" state. Defaults to no
change if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.yvelocity = y<i>_velocity</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;</span> <span class="c5">&nbsp;</span>This is the
y-velocity that P2 gets when bouncing off the ground</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> in the "fall" state. Defaults to
-4.5 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.recover = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 0 if you do not want P2 to be
able to recover from the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "fall" state. Defaults to 1 if
omitted (can recover).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.recovertime = <i>recover_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the time that must pass
before P2 is able to recover from</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the "fall" state. Does not include
the time that P2 is paused for</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> while shaking from the hit. Defaults
to 4 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.damage = <i>damage_amt</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Indicates the amount of damage to
deal when P2 hits the ground</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> out of a falling state. Defaults to
0 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> air.fall = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 1 if you want P2 to go into a
"fall" state (where P2 hits</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;</span> <span class="c5">&nbsp;</span>the ground
without recovering control in the air) if hit in the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> air. Defaults to the same value as
fall.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> down.velocity = <i>x_velocity</i>,
<i>y_velocity</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the velocity to assign P2 if
P2 is hit while lying down.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If the <i>y_velocity</i> is
non-zero, P2 will be hit into the air. If</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> it is zero, then P2 will slide back
on the ground.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to the same values as the
"air.velocity" parameter if</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> down.hittime = <i>hit_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the time that P2 will slide
back for if P2 is hit while</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> lying down. This parameter is
ignored if the <i>y_velocity</i> is non-</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> zero for the "down.velocity"
parameter.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> down.bounce = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 1 if you want P2 to bounce
off the ground one time</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> (using the fall.xvelocity and
fall.yvelocity values) after hitting</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the ground from the hit.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This parameter is ignored if the
y_velocity is zero for the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "down.velocity"
parameter.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0 if omitted (P2 hits
the ground and stays there).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> id = <i>id_number (int)</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Main use of this is for chain moves.
You can use this number to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> later detect if a player was last
hit by this particular HitDef.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This number is called the targetID.
It is used in controllers</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> such as TargetBind, or in the
<i>target(ID)</i> redirection keyword.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Valid values are all values &gt;= 1.
If omitted, defaults to 0 (no</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> ID). Do not confuse targetID with
PlayerID.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> chainID = <i>id_number (int)</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Main use of this is for chain moves.
If P2 was last hit by a</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> move by P1 with this ID, only then
can he be hit by the HitDef</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> with this chainID. You can use this
in the following parts of a</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> chain move. Note that chain moves
are still possible even without</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the use of the "id" and "chainid"
parameters. Valid values are</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> all values &gt;= 1. If omitted,
defaults to -1 (chain from any hit).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> nochainID = <i>nochain_1</i>, <i>nochain_2</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> nochainID specifies up to 2 ID
numbers of hits which cannot</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> be chained into this hit. If these
are -1 (the default), then</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> chaining is not explicitly disabled
for any hit ID numbers.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>nochain_2</i> can be omitted.
Except for -1, the values specified</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> must not coincide with the value for
chainID. This parameter</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> has no effect if P2 is hit by a
third party between P1's</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> previous HitDef and the current
HitDef.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> hitonce = <i>hitonce_flag</i>
(boolean)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If set to 1, the HitDef only affects
one opponent. If the hit is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> successful, all other targets will
be dropped. Defaults to 0 most<span class=
"c5">&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> of the time. Only exception is if
the "attr" parameter is a throw</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> type, which makes it default to
1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> kill = <i>kill_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 0 if this hit should not be
able to KO the opponent when</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the hit is successful. Defaults to
1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> guard.kill = <i>gkill_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 0 if this hit should not be
able to KO the opponent when</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> he guards. Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.kill = <i>fkill_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to 0 if this attack should not
be able to KO the opponent</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> when he falls on the ground (see
fall.damage). Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> numhits = <i>hit_count</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> hit_count indicates how many hits
this hitdef should add to the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> combo counter. Defaults to
1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> getpower = <i>p1power</i>, <i>p1gpower</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> p1power specifies the amount of
power to give P1 if this HitDef</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> connects successfully.
<i>p1gpower</i> specifies the amount of power to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> give P1 if this HitDef is guarded.
If omitted, <i>p1power</i> defaults</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to <i>hit_damage</i> (from "damage"
parameter) multiplied by the value</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> of Default.Attack.LifeToPowerMul
specified in data/mugen.cfg.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>p1gpower</i> is omitted, it
defaults to the value specified for</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>p1power</i> divided by
2.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> givepower = <i>p2power</i>, <i>p2gpower</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> p2power specifies the amount of
power to give P2 if this HitDef</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> connects successfully.
<i>p2gpower</i> specifies the amount of power to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> give P2 if this HitDef is guarded.
If omitted, <i>p1power</i> defaults</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to <i>hit_damage</i> (from "damage"
parameter) multiplied by the value</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> of Default.GetHit.LifeToPowerMul
specified in data/mugen.cfg.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>p1gpower</i> is omitted, it
defaults to the value specified for</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>p1power</i> divided by
2.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> palfx.time = <i>palfx_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> palfx.mul = <i>r1</i>, <i>g1</i>, <i>b1</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> palfx.add = <i>r2</i>, <i>g2</i>, <i>b2</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If included, this allows for palette
effects on P2 if the hit is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> successful. <i>palfx_time</i> is the
time in game-ticks to apply palette</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> effects on P2. <i>palfx_time</i> is
0 by default (no effect). The rest</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> of the parameters are the same as in
the PalFX controller.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> envshake.time = <i>envshake_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> envshake.freq = <i>envshake_freq</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> envshake.ampl = <i>envshake_ampl</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> envshake.phase = <i>envshake_phase</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If included, this shakes the screen
if the hit is successful.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>envshake_time</i> is the time in
game-ticks to shake the screen.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The rest of the parameters are the
same as in the EnvShake</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> controller.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.envshake.time = <i>envshake_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.envshake.freq = <i>envshake_freq</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.envshake.ampl = <i>envshake_ampl</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fall.envshake.phase = <i>envshake_phase</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Similar to the envshake.*
parameters, except the effects are</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> applied only when P2 hits the
ground.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> attack.width = <i>z1</i>, <i>z2</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Not currently used.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="HitFallDamage"></a>
<p class="MsoNormal c3"><span class='c1'>HitFallDamage</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>When the player has been
hit and is in a falling state, apply damage</span></p>

<p class="MsoNormal c3"><span class='c1'>from the fall (specified
in the hitdef) to the player.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span><span class="c5">&nbsp;</span>none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="HitFallSet"></a>
<p class="MsoNormal c3"><span class='c1'>HitFallSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>When the player has been
hit, sets the player's fall variables.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>fallset_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>fallset_flag</i> is -1, then
this controller does not change</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> whether the player will fall or not.
A 0 <i>fallset_flag</i> means that</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player should not fall, and a 1
means that he should. Defaults</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to -1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> xvel = <i>x_velocity</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> yvel = <i>y_velocity</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If specified, sets the player's
<i>fall.xvel</i> and <i>fall.yvel</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameters, respectively. See HitDef
for a description of these</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameters.<span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="HitFallVel"></a>
<p class="MsoNormal c3"><span class='c1'>HitFallVel</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="HitOverride"></a>
<p class="MsoNormal c3"><span class='c1'>HitOverride</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> attr = <i>attr_string</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> <span class="c5">&nbsp;&nbsp;</span>Standard hit
attribute string specifying what types of hits to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> override. See HitDef's description
for the "attr" parameter.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional parameters:<span
class="c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> slot = <i>slot_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies a slot number (0 to 7) to
place this hit override in.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> stateno = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies which state to go into if
hit by a HitDef with the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> specified attributes. Defaults to -1
(no change) if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>effective_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies how long this hit override
should be active. Defaults to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 1 (one tick). Set this to -1 to have
this override last until</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> overwritten by another
one.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> forceair = <i>value</i> (boolean)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If set to 1, the player's gethit
variables will be set as if he was</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> in an aerial state when hit. Useful
if you want to force the player</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to fall down from any hit. Defaults
to 0 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="HitVelSet"></a>
<p class="MsoNormal c3"><span class='c1'>HitVelSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>When the player has been
hit, sets the desired components of the player's velocity to the
appropriate gethit velocities.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = <i>x_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = <i>y_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> A nonzero flag means to change that
component of the player's</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> velocity to the gethit
velocity.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Obsolete.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="LifeAdd"></a>
<p class="MsoNormal c3"><span class='c1'>LifeAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Adds the specified amount
to the player's life, scaled by the player's defense multiplier if
necessary.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>add_amt</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies amount of life to add to
the player's life bar.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> kill = <i>kill_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>kill_flag</i> is 0, then the
addition will not take the player</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> below 1 life point. Defaults to
1.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> absolute = <i>abs_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>abs_flag</i> is 1, then
exactly add_amt is added to the player's</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> life (the defense multiplier is
ignored). Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="LifeSet"></a>
<p class="MsoNormal c3"><span class='c1'>LifeSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Sets the player's life to
the specified value.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>life_amt</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies amount of life that the
player will have after</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> execution.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="MakeDust"></a>
<p class="MsoNormal c3"><span class='c1'>MakeDust</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Creates dust
effects.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pos = <i>x_pos</i>, <i>y_pos</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the position that the dust
should be drawn at, relative</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to the player's axis. Defaults to
0,0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pos2 = <i>x_pos</i>, <i>y_pos</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the position to
simultaneously draw a second dust cloud</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> at. If omitted, the second dust
cloud is not drawn.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> spacing = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the number of frames to
wait between drawing dust</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> clouds. For instance, spacing = 3
(the default) will draw a new</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> cloud of dust every third frame.
spacing should be 1 or greater.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="ModifyExplod"></a>
<p class="MsoNormal c3"><span class='c4'>ModifyExplod</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Modifies the parameters of
an existing Explod. Syntax is basically</span></p>

<p class="MsoNormal c3"><span class='c4'>the same as Explod.
However, this controller is subject to future</span></p>

<p class="MsoNormal c3"><span class='c4'>change. Any code relying
on this controller is not guaranteed to</span></p>

<p class="MsoNormal c3"><span class='c4'>work in the
future.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="MoveHitReset"></a>
<p class="MsoNormal c3"><span class='c1'>MoveHitReset</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Resets the movehit flag to
0. That is, after executing MoveHitReset, the triggers MoveContact,
MoveGuarded, and MoveHit will all return 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="NotHitBy"></a>
<p class="MsoNormal c3"><span class='c1'>NotHitBy</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Temporarily specifies
types of hits that should not be allowed to hit the
player.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>attr_string</i><span class=
"c5">&nbsp;</span> OR<span class="c5">&nbsp;</span> value2 =
<i>attr_string</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Only one of the above parameters can
be specified. <i>attr_string</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> should be a standard hit attribute
string.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>effective_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of game ticks
that these NotHitBy attributes</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> should be effective for. Defaults to
1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Details:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> The player has two hit attribute slots, which
can be set using the<span class="c5">&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> "value" or "value2" parameters to the NotHitBy
controller. These</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> slots can also be set by the HitBy controller.
When a slot is set,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> it gets a timer (the effective time) which
counts down toward zero.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> If the timer has not yet reached zero, the slot
is considered to be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span><span class="c5">&nbsp;</span>active. The player
can be hit by a HitDef only if that HitDef's</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> attribute appears in all currently active
slots.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Using the NotHitBy controller sets the specified
slot to contain all</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> hit attributes except those specified in the
NotHitBy attribute</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> string.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Not hit by anything</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> trigger1 = 1</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = NotHitBy</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = SCA</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Not hit by normal attacks, and all
projectiles</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> trigger1 = 1</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = NotHitBy</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = , NA, AP</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="Null"></a>
<p class="MsoNormal c3"><span class='c1'>Null</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Does nothing. This is
useful for temporarily disabling state controllers by simply
changing their type to Null.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="Offset"></a>
<p class="MsoNormal c3"><span class='c1'>Offset</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Changes the player's
display offset. The player is drawn shifted from his axis by this
amount.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = <i>x_val</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = <i>y_val</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the x and y offsets,
respectively. You can specify one</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> or both of the optional
parameters.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="PalFX"></a>
<p class="MsoNormal c3"><span class='c1'>PalFX</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>duration</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of ticks that
the palette effects should</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> last. Specify -1 to have the palette
effects last indefinitely.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specify 0 to stop any ongoing
palette effects.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> add = <i>add_r</i>, <i>add_g</i>, <i>add_b</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> mul = <i>mul_r</i>, <i>mul_g</i>, <i>mul_b</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Each add component is added to the
appropriate component of the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> player's palette, and the result is
multiplied by the appropriate</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> mul component divided by 256. For
instance, if <i>pal_r</i> is the<span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> red component of the character's
original palette, then the new</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> red component is (<i>pal_r</i> +
<i>add_r</i>)*<i>mul_r</i>/256. The values for mul</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> must be &gt;= 0.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The defaults for these parameters
are for no change:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> add = 0,0,0</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> mul = 256,256,256</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> sinadd = <i>ampl_r</i>, <i>ampl_g</i>,
<i>ampl_b</i>, <i>period</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Creates an additional sine-wave
palette addition effect. Period</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> specifies the period of the sine
wave in game ticks, and the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> amplitude parameters control the
amplitude of the sine wave for</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the respective components. For
instance, if t represents the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> number of ticks elapsed since the
activation of the PalFX</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> controller, and <i>pal_r</i> is the
red component of the character's</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> original palette, then the red
component of the character's</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> palette at time t is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> (<i>pal_r</i> + <i>add_r</i> +
<i>ampl_r</i>*sin(2*pi*t/<i>period</i>))*<i>mul_r</i>/256.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> invertall = <i>bvalue</i> (bool)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>bvalue</i> is non-zero, then
the colors in the palette will be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> inverted, creating a "film negative"
effect. Color inversion</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is applied before effects of add and
mul. bvalue defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> color = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This affects the color level of the
palette. If <i>value</i> is 0,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the palette will be greyscale. If
value is 256, there is no</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> change in palette. Values in between
will have an intermediate</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> effect. This parameter's effects are
applied before invertall,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> add and mul. Values must be in range
0 to 256. Default value is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 256.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class="c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="ParentVarAdd"></a>
<p class="MsoNormal c3"><span class='c1'>ParentVarAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (int
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> v = <i>var_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i> should evaluate to an
integer between 0 and 59.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>int_expr</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>int_expr</i> is the value to add
to the int variable indicated by</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (float
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fv = <i>var_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i> should evaluate to an
integer between 0 and 39.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>float_expr</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>float_expr</i> is the value to
add to the float variable indexed by</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none in both cases</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Alternate
syntax:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> var(<i>var_no</i>) = <i>int_expr</i><span class=
"c5">&nbsp;</span> (int version)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fvar(<i>var_no</i>) = <i>float_expr</i> (float
version)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Due to historical reasons, note that the
alternate VarAdd</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> syntax listed above matches neither the syntax
for variable</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> assignment within an expression, nor the syntax
for variable</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> addition within an expression.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> If you have placed P2 in a custom state through
a successful hit, do</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> not use variable assignment within the custom
states. Otherwise, you</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> will overwrite P2's parent's variables, which is
rather rude.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="ParentVarSet"></a>
<p class="MsoNormal c3"><span class='c1'>ParentVarSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (int
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> v = <i>var_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i> should evaluate to an
integer between 0 and 59.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>int_expr</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>int_expr</i> is the value to
assign to the int variable indicated by</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (float
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fv = <i>var_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i> should evaluate to an
integer between 0 and 39.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>float_expr</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>float_expr</i> is the value to
assign to the float variable indexed by</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none in both cases</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Alternate
syntax:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> var(<i>var_no</i>) = <i>int_expr</i><span class=
"c5">&nbsp;</span> (int version)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fvar(<i>var_no</i>) = <i>float_expr</i> (float
version)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Due to historical reasons, note that the
alternate variable</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> assignment syntax listed above does not exactly
match the syntax for</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> variable assignment within an
expression.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> If you have placed P2 in a custom state through
a successful hit, do</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> not use variable assignment within the custom
states. Otherwise, you</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> will overwrite P2's parent's variables, which is
rather rude.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="Pause"></a>
<p class="MsoNormal c3"><span class='c1'>Pause</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Pauses the game for the
specified amount of time. Player and background updates are not
carried out during this time.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>t</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the number of game ticks to
pause for.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Valid values for <i>t</i> are all
positive numbers, starting</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> from 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> endcmdbuftime = <i>bt</i> (int)</span></p>

<p class="MsoNormal c10"><span class='c1'>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 <i>t</i>, where <i>t</i> is the value of the time
parameter. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> movetime = <i>mt</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;</span> <span class="c5">&nbsp;</span>This is the
number of ticks during the start of the pause in which</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the player is allowed to move.
Collision detection is carried out</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> during this time, so it is possible
to hit other players.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Valid values for <i>mt</i> are from
0 to <i>t</i>, where <i>t</i> is the value of</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the time parameter. Defaults to
0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pausebg = <i>p</i> (boolean)</span></p>

<p class="MsoNormal c7"><span class='c1'>If set to 1, the
background is stopped during the pause. If 0, the background
continues updating during the pause. Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Executing a Pause controller during the
pausetime of another</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> will cancel out the effect of the previous Pause
controller.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Executing a Pause during a superpause will delay
the effects</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> of the pause until after the superpause has
ended.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>-Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'>-----------------------------------------------------------</span></p>

<a name="PlayerPush"></a>
<p class="MsoNormal c3"><span class='c1'>PlayerPush</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>push_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>push_flag</i> is nonzero, then
push checking is enabled. If</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>push_flag</i> is zero, then push
checking is disabled.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="PlaySnd"></a>
<p class="MsoNormal c3"><span class='c1'>PlaySnd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Plays back a
sound</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>group_no</i>,
<i>sound_no</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> group_no and sound_no correspond to
the identifying pair</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> that you assigned each sound in the
player's snd file.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> To play back a sound from
"common.snd", precede group_no</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> with an "F".</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> volume = <i>volume_level</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>volume_level</i> (int) is 0 for
normal volume, positive for</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> louder, and negative for
softer.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> channel = <i>channel_no</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>channel_no</i> (int) specifies
which of the player's sound channels</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the sound should play on. Only one
voice may play on a particular</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> channel at a time. For example, if
you play a sound on channel 2,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> then play any sound on the same
channel before the first sound is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> done, then by default the first
sound is stopped as the second one</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> plays. 0 is a special channel
reserved for player voices. Channel</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 0 voices are stopped when the player
is hit. It's recommended you</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> play your character's voice sounds
on channel 0.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If omitted, <i>channel_no</i>
defaults to -1, meaning the sound will play</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> on any free channel.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> lowpriority = <i>pr</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is only valid if the channel is
not -1. If <i>pr</i> is nonzero,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> then a sound currently playing on
this sound's channel (from a</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> previous PlaySnd call) cannot be
interrupted by this sound.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> freqmul = <i>f</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The sound frequency will be
multiplied by <i>f</i>. For example. <i>f</i> = 1.1</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> will result in a higher-pitched
sound. Defaults to 1.0 (no change</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> in frequency).</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> loop = <i>loop_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set <i>loop_flag</i> to a nonzero
value to have the sound sample loop</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> over and over. Defaults to
0.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pan = <i>p</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> (mutually exclusive with
abspan)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the positional offset of the
sound, measured in pixels.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>p</i> &gt; 0, then the sound
is offset to the front of the player.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>p</i> &lt; 0, then sound is
offset to the back.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> abspan = <i>p</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> (mutually exclusive with
pan)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Like pan, except the sound is panned
from the center of the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> screen, not from the player's
position.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Plays back sound 2,0 from the player's SND
file</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = PlaySnd</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = 2,0</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Plays back sound 5,2 from fight.snd</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = PlaySnd</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = F5,2</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="PosAdd"></a>
<p class="MsoNormal c3"><span class='c1'>PosAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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</span></p>

<p class="MsoNormal c3"><span class='c1'>is relative to the
player's axis, with negative values moving up.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = <i>x_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = <i>y_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> You can specify one or both of the
optional parameters</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> at a time.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="PosFreeze"></a>
<p class="MsoNormal c3"><span class='c1'>PosFreeze</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Allows you to freeze the
player's position temporarily.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>freeze_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If freeze_flag is 0, the player's
position will not be frozen,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> else it will be. Defaults to
1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="PosSet"></a>
<p class="MsoNormal c3"><span class='c1'>PosSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = <i>x_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = <i>y_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> You can specify one or both of the
optional parameters</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> at a time.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="PowerAdd"></a>
<p class="MsoNormal c3"><span class='c1'>PowerAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Adds the specified amount
to the player's power.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>add_amt</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>add_amt</i> is the number to add
to the player's power.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="PowerSet"></a>
<p class="MsoNormal c3"><span class='c1'>PowerSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Sets the amount of power
that the player has.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>pow_amt</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>pow_amt</i> is the number to set
the player's power.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="Projectile"></a>
<p class="MsoNormal c3"><span class='c1'>Projectile</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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:</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ProjID = <i>id_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies an ID number to refer to
this projectile by. Should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> positive, if specified.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projanim = <i>anim_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the animation action
number to use for the projectile's</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> animation. Defaults to 0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projhitanim = <i>anim_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the animation action
number to play when the projectile</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> hits the opponent. Defaults to -1
(no change in animation) if</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projremanim = <i>anim_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the animation action
number to play when the projectile</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is removed (due to its time expiring
or hitting the its removal</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> boundaries, etc.) If omitted,
projhitanim is used instead.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projcancelanim = <i>anim_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the animation action
number to play when the projectile</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is cancelled by hitting another
projectile. If omitted,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> projremanim is used
instead.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projscale = <i>x_scale, y_scale</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the scale factor of the
projectile. The final scale of</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the projectile is affected by both
this parameter and the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "proj.doscale" parameter in the
[Size] group of p1's constants</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> file. Defaults to 1,1 (normal size)
if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projremove = <i>remove_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set to a nonzero value to have the
projectile be removed after it</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> hits, or to 0 to disable this
behavior. Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projremovetime = <i>remove_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of ticks after
which the projectile should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> removed from the screen. Defaults to
-1 (never time out).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> velocity = <i>x_vel</i>, <i>y_vel</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the initial x and y
velocities for the projectile to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> travel at. Defaults to 0,0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> remvelocity = <i>x_vel</i>, <i>y_vel</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the x and y velocities at
which the projectile should</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> <span class="c5">&nbsp;&nbsp;</span>travel while
being removed. Defaults to 0,0 if omitted.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> accel = <i>x_accel</i>, <i>y_accel</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the acceleration to apply
to the projectile in the x and</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> y directions. Defaults to 0,0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> velmul = <i>x_mul</i>, <i>y_mul</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies x and y velocity
multipliers. The projectile's velocity</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is multiplied by these multipliers
on every tick. The multipliers</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> default to 1 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projhits = <i>num_hits</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of hits that
this projectile should be able</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to do before being removed. Defaults
to 1.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projmisstime = <i>miss_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If the projectile does multiple
hits, specifies the least number</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> of ticks that must elapse between
hits. Defaults to 0, but you</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> will most likely need a nonzero
value.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projpriority = <i>proj_priority</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the projectile priority.
If the projectile collides with</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> another projectile of equal
priority, they will cancel. If it</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> <span class="c5">&nbsp;&nbsp;</span>collides
with another of lower priority, it will cancel the
lower-</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> priority projectile, and the
higher-priority one will have its</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> priority decreased by 1.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projsprpriority = <i>priority</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the sprite priority of the
projectile. Higher-priority</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> sprites are drawn on top of
lower-priority sprites. Defaults to 3.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projedgebound = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the distance (in pixels) off
the edge of the screen before</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the projectile is deleted. Defaults
to 40.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projstagebound = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the greatest distance the
projectile can travel off the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> edge of the stage (not screen)
before being deleted. Defaults to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 40.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projheightbound = <i>lowbound</i>,
<i>highbound</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the least and greatest y
values the projectile is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> allowed to reach. If the projectile
leaves these boundaries, it is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> removed. Note: since y values
decrease with increasing height on</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the screen, <i>lowbound</i> actually
specifies the greatest height the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> projectile can attain. These
parameters default to -240,1 if</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> omitted.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> offset = <i>off_x</i>, <i>off_y</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the x and y offsets at
which the projectile should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> created. Both parameters default to
0 if omitted. The exact</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> behavior of the offset parameters is
dependent on the postype.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;</span> postype = <i>type_string</i></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>type_string</i> specifies the
postype -- how to interpret the pos</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameters.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> In all cases, a positive y offset
means a downward displacement.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;</span> <span class="c5">&nbsp;</span>Valid values
for postype are the following:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - p1</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
pos relative to p1's axis. A positive x offset is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> toward the
front of p1. This is the default value for postype.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - p2</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
pos relative to p2's axis. A positive x offset is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> toward the
front of p2.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - front</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
xpos relative to the edge of the screen that p1 is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> facing
toward, and ypos relative to p1's y axis. A positive x</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> offset is
away from the center of the screen, whereas a</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> negative x
offset is toward the center.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - back</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
xpos relative to the edge of the screen that p1 is</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> facing away
from, and ypos relative to p1's y axis. A positive</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> x offset is
toward the center of the screen, whereas a</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> negative x
offset is away from the center.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - left</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
xpos and ypos relative to the upper-left corner of</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> the screen.
A positive x offset is toward the right of the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>
screen.</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - right</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> Interprets
xpos and ypos relative to the upper-right corner of</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> the screen.
A positive x offset is toward the right of the</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span>
screen.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> projshadow = <i>shad_r</i>,<i>shad_g</i>,
<i>shad_b</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the R, G, and B components
of the projectile's shadow.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> These components should be integers
between 0 and 255,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> inclusive. If <i>shad_r</i>
evaluates to -1, then the stage's shadow</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> color will be used. The higher a
component value, the less of</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> that color is displayed in the
shadow. So a perfectly black shadow</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is 255,255,255. Defaults to 0,0,0
(no shadow).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> supermovetime = <i>move_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the number of ticks that
the projectile should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "unfrozen" during a SuperPause.
Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> pausemovetime = <i>move_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the number of ticks that
the projectile should be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> "unfrozen" during a Pause. Defaults
to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> afterimage.time = <i>aftimg_time</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ...</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If included, this adds afterimage
effects to the projectile.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> The parameters are the same as in
the AfterImage controller,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> except they are all prepended with
"afterimage."</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> All projectiles created by helpers immediately
become owned by the root.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<a name="RemoveExplod"></a>
<p class="MsoNormal c3"><span class='c4'>RemoveExplod</span></p>

<p class="MsoNormal c3"><span class=
'c4'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Removes all of a player's
explods, or just the explods with a specified ID number.</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c4'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;</span> ID = <i>remove_id</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>remove_id</i> is the ID number of
the explods to remove. If omitted,</span></p>

<p class="MsoNormal c3"><span class='c4'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> removes all explods.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="ReversalDef"></a>
<p class="MsoNormal c3"><span class='c1'>ReversalDef</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>ReversalDefs take the
HitDef parameters pausetime, sparkno, hitsound, p1stateno, and
p2stateno, plus:</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> reversal.attr = <i>attr_string</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>attr_string</i> specifies the
list of attack attributes that can be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> reversed by this ReversalDef. It is
a standard hit attribute</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> string. For instance,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> reversal.attr =
SA,NA,SA</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> means stand+air, normal attack,
special attack.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> The sparkxy parameter is treated as an offset to
P2's hitdef's sparkxy.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="ScreenBound"></a>
<p class="MsoNormal c3"><span class='c1'>ScreenBound</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>bound_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>bound_flag</i> is 0, the
player will be allowed to move off the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> screen.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> movecamera = <i>move_x_flag</i>,
<i>move_y_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines whether the camera should
pan to follow the player in</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the x direction and in the y
direction, respectively. Defaults to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 0 in both instances if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Examples:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="SelfState"></a>
<p class="MsoNormal c3"><span class='c1'>SelfState</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="SprPriority"></a>
<p class="MsoNormal c3"><span class='c1'>SprPriority</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Changes the player's
sprite priority. Higher-priority sprites are drawn on top of
lower-priority sprites.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>priority_level</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Valid priority levels are -5 to
5.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
arguments:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="StateTypeSet"></a>
<p class="MsoNormal c3"><span class='c1'>StateTypeSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Changes the current state
type and move type. Useful for states that go from the ground into
the air, etc.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> statetype = <i>state_type</i>
(string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>state_type</i> should be A for
air, C for crouch, S for stand, or L</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> for liedown. Defaults to no
change.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> movetype = <i>move_type</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>move_type</i> should be I for
idle, A for attack, or H for gethit.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to no change.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> physics = <i>physics</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>physics</i> should be A for air,
C for crouch, S for stand, or N</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> for none. Defaults to no
change.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="SndPan"></a>
<p class="MsoNormal c3"><span class='c1'>SndPan</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> channel = <i>chan_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the channel number of the
sound to pan.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pan = <i>p</i> OR abspan = <i>p</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> These parameters cannot both be
specified at the same time. <i>p</i></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> determines the sound offset in
pixels from the player (in the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> case of pan) or from the center of
the screen (in the case of</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> abspan). See PlaySnd for a
description of the panning parameters.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class="c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="StopSnd"></a>
<p class="MsoNormal c3"><span class='c1'>StopSnd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Stops any sound which is
playing on the specified channel.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> channel = <i>chan_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Stops playback of any sound on
<i>chan_no</i>. If <i>chan_no</i> is -1, then all</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> sounds are stopped, including those
belonging to other players. Do</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> not abuse this feature.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="SuperPause"></a>
<p class="MsoNormal c3"><span class='c1'>SuperPause</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c11"><span class='c1'>SuperPause accepts all
optional parameters that the Pause controller does. In addition,
SuperPause also takes the following parameters:</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>pause_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the number of ticks that
the pause should last. Default</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is 30 ticks (half a second at
default speed).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> anim = <i>anim_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Sets the animation number (from
fightfx.air) to play during the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> SuperPause. The default is 30, which
is a charging effect. If anim</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is -1, no animation will be played.
If you prepend "S" to anim_no,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the animation used will be from the
player's AIR file. For example,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> anim = S10.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> sound = <i>snd_grp</i>, <i>snd_no</i> (int,
int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Plays a sound (from common.snd)
during SuperPause. The default</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is -1, which means no sound is
played. If you prepend "S" to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> snd_grp, then the sound used will be
from the player's own SND</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> file. For example, sound =
S10,0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pos = <i>x_pos</i>, <i>y_pos</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Determines the offset (from the
player axis) at which the super</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> charge anim should be played.
Defaults to 0,0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> darken = <i>bvalue</i> (boolean)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If this is 1, the screen will darken
during the SuperPause.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Set this to 0 to disable this
effect. The default value is 1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> p2defmul = <i>def_mul</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the amount in which to
temporarily multiply the defence of</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span><span class="c5">&nbsp;&nbsp;</span> any targets
the player has. This is used to make chaining into</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> supers less damaging. Setting this
at 1 will make no changes</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to the targets' defence. 0 is a
special value that will set the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> defence to the number set in
Super.TargetDefenceMul in the [Rules]</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> section of mugen.cfg. The default
value is 0. Valid values are all</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> positive numbers, including
zero.<span class="c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> poweradd = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is the amount to add to the
player's power. Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> unhittable = <i>bvalue</i> (boolean)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If set to 1, the player cannot be
hit during the SuperPause. Set to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 0 to disable this. Defaults to
1.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> If the Pause controller was previously executed,
and the action is<span class="c5">&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> still paused, executing a SuperPause will
preempt the Pause</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> controller's effects. During the SuperPause, the
time left until</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> the Pause controller's effects expires will not
count down.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class="c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="TargetBind"></a>
<p class="MsoNormal c3"><span class='c1'>TargetBind</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Binds the player's
specified targets to a specified location relative to the player's
axis.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> time = <i>bind_time</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies number of ticks that this
binding should be in effect.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 1.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ID = <i>bind_id</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the desired target ID to
bind. Only targets with this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> target ID will be bound. Defaults to
-1 (bind all targets.)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> pos = <i>x_pos</i>, <i>y_pos</i>
(float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the offset from the
player's axis to bind the target to.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 0,0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="TargetDrop"></a>
<p class="MsoNormal c3"><span class='c1'>TargetDrop</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> excludeID = <i>id_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Any targets with target ID number
not equal to id_no will be</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> dropped from the player's target
list. Defaults to -1 (drop all</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> targets).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> keepone = <i>value</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If value is nonzero, then at most
one target is kept on the</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> player's target list. If there are
multiple targets whose target</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> ID number is the same as id_no, one
will be picked at random and</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> the rest will be dropped. This
behavior is useful in throws, to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> keep from throwing multiple
opponents simultaneously. If value is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> 0, then all targets with the
appropriate ID number will be kept.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> keepone defaults to 1.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="TargetFacing"></a>
<p class="MsoNormal c3"><span class='c1'>TargetFacing</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Turns all targets to face
a specified direction relative to the player.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>facing_val</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If facing_val is positive, all
targets will turn to face the same</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> direction as the player. If
facing_val is negative, all targets</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> will turn to face the opposite
direction as the player.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ID = <i>target_id</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the desired target ID to
affect. Only targets with this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> target ID will be affected. Defaults
to -1 (affects all targets.)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="TargetLifeAdd"></a>
<p class="MsoNormal c3"><span class='c1'>TargetLifeAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Adds the specified amount
to all targets' life, scaled by the targets' defense multipliers if
necessary.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>add_amt</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>add_amt</i> is added toe ach
target's life.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ID = <i>target_id</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the desired target ID to
affect. Only targets with this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> target ID will be affected. Defaults
to -1 (affects all targets.)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> kill = <i>kill_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>kill_flag</i> is 0, then the
addition will not take any player</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> below 1 life point. Defaults to
1.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> absolute = <i>abs_flag</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> If <i>abs_flag</i> is 1, then
<i>add_amt</i> will not be scaled (attack and</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> defense multipliers will be
ignored). Defaults to 0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="TargetPowerAdd"></a>
<p class="MsoNormal c3"><span class='c1'>TargetPowerAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Adds the specified amount
to all targets' power.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>add_amt</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>add_amt</i> is added to each
target's power.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ID = <i>target_id</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the desired target ID to
affect. Only targets with this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> target ID will be affected. Defaults
to -1 (affects all targets.)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="TargetState"></a>
<p class="MsoNormal c3"><span class='c1'>TargetState</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Makes all targets change
to the specified state number.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>state_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the number of the state to
change to.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ID = <i>target_id</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the desired target ID to
affect. Only targets with this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> target ID will be affected. Defaults
to -1 (affects all targets.)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Examples:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="TargetVelAdd"></a>
<p class="MsoNormal c3"><span class='c1'>TargetVelAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = <i>x_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = <i>y_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> You can specify one or both of the
optional parameters</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> at a time.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ID = <i>target_id</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the desired target ID to
affect. Only targets with this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> target ID will be affected. Defaults
to -1 (affects all targets.)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Applies "gravity" to all targets</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = VelAdd</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = 0.45</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="TargetVelSet"></a>
<p class="MsoNormal c3"><span class='c1'>TargetVelSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = <i>x_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = <i>y_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> You can specify one or both of the
optional parameters</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> at a time.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ID = <i>target_id</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the desired target ID to
affect. Only targets with this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> target ID will be affected. Defaults
to -1 (affects all targets.)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="Trans"></a>
<p class="MsoNormal c3"><span class='c1'>Trans</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Overrides the player's
animation transparency parameters for current game tick. Useful for
special effects.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> trans = <i>trans_type</i> (string)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>trans_type</i> must be one of the
following:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> default<span class=
"c5">&nbsp;</span> - does nothing</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> none<span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;</span> - disables
transparency</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> add<span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - draws with full
additive transparency</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> addalpha - draws with
additive transparency (alpha must be specified)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> add1<span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;</span> - draws with additive
transparency, with alpha at 256,128</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> sub<span class=
"c5">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</span> - draws with full
subtractive transparency</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> alpha = <i>source_alpha</i>, <i>dest_alpha</i>
(int, int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> These are the source and destination
alpha values for the addalpha</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> trans type. Valid values are from 0
(low) to 256 (high). If omitted,</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> defaults to 256,0.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Fades the character in, over 256
ticks.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = Trans</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> trigger1 = time &lt; 256</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> trans = add_alpha</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> alpha = time, 256-time</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="Turn"></a>
<p class="MsoNormal c3"><span class='c1'>Turn</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Instantly turns the player
to face the opposite direction. Does not play a turning
animation.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="VarAdd"></a>
<p class="MsoNormal c3"><span class='c1'>VarAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Adds to one of the
player's working variables. Either a float variable or an int
variable can be added to by this controller.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (int
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> v = <i>var_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i> should evaluate to an
integer between 0 and 59.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>int_expr</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>int_expr</i> is the value to add
to the int variable indicated by</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (float
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fv = <i>var_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i> should evaluate to an
integer between 0 and 39.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>float_expr</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>float_expr</i> is the value to
add to the float variable indexed by</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none in both cases</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Alternate
syntax:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> var(<i>var_no</i>) = <i>int_expr<span class=
"c5">&nbsp;</span></i> (int version)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fvar(<i>var_no</i>) = <i>float_expr</i> (float
version)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Due to historical reasons, note that the
alternate VarAdd</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> syntax listed above matches neither the syntax
for variable</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> assignment within an expression, nor the syntax
for variable</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> addition within an expression.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> If you have placed P2 in a custom state through
a successful hit, do</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> not use variable assignment within the custom
states. Otherwise, you</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> will overwrite P2's variables, which is rather
rude.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="VarRandom"></a>
<p class="MsoNormal c3"><span class='c1'>VarRandom</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Sets the specified int
variable to a random value. Float variables cannot be set by this
controller.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> v = <i>var_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i> is the index of the
int variable to set. It should evaluate</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to an integer between 0 and
59.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> range = <i>least_val</i>,<i>greatest_val</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>least_val</i> and
<i>greatest_val</i> specify the least and greatest
values</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> which can be assigned by this
controller, respectively. The value</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> assigned to the variable will be a
randomly chosen integer from</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> this range.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> range defaults to 0,1000. If only
one argument is specified, that</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is considered to specify the range
0,(argument).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> If you have placed P2 in a custom state through
a successful hit, do</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> not use variable assignment within the custom
states. Otherwise, you</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> will overwrite P2's variables, which is rather
rude.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = VarRandom</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> v = 5</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> range = 500</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;</span> Assigns a random number between 0 and 500
to var(5).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="VarRangeSet"></a>
<p class="MsoNormal c3"><span class='c1'>VarRangeSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (int
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>int_expr</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>int_expr</i> is evaluated once to
give the value that is assigned to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> all int variables in the
range.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (float
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fvalue = <i>float_expr</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> float_expr is evaluated once to give
the value that is assigned to</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> all float variables in the
range.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional parameters (both
versions):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> first = <i>first_idx</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the lower end of the range
of variables to set. Defaults</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> to 0 (first variable).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> last = <i>last_idx</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Specifies the higher end of the
range of variables to set.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Defaults to 59 for int variables, or
39 for float variables (this</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> is the last available variable in
both cases).</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'>If you have placed P2 in a
custom state through a successful hit, do</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> not use variable assignment within the custom
states. Otherwise, you</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> will overwrite P2's variables, which is rather
rude.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="VarSet"></a>
<p class="MsoNormal c3"><span class='c1'>VarSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (int
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> v = <i>var_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i> should evaluate to an
integer between 0 and 59.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>int_expr</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>int_expr</i> is the value to
assign to the int variable indicated by</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required parameters (float
version):</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fv = <i>var_no</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i> should evaluate to an
integer between 0 and 39.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>float_expr</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>float_expr</i> is the value to
assign to the float variable indexed by</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> <i>var_no</i>.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none in both cases</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Alternate
syntax:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> var(<i>var_no</i>) = <i>int_expr<span class=
"c5">&nbsp;</span></i> (int version)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> fvar(<i>var_no</i>) = <i>float_expr</i> (float
version)</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> Due to historical reasons, note that the
alternate variable</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> assignment syntax listed above does not exactly
match the syntax for</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> variable assignment within an
expression.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> If you have placed P2 in a custom state through
a successful hit, do</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> not use variable assignment within the custom
states. Otherwise, you</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> will overwrite P2's variables, which is rather
rude.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="VelAdd"></a>
<p class="MsoNormal c3"><span class='c1'>VelAdd</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = <i>x_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = <i>y_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> You can specify one or both of the
optional parameters</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> at a time.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Applies "gravity" to the player</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = VelAdd</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = 0.45</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="VelMul"></a>
<p class="MsoNormal c3"><span class='c1'>VelMul</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = <i>x_multiplier</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = <i>y_multiplier</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> You can specify one or both of the
optional parameters</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> at a time.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> ; Applies "friction" to the player</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> type = VelMul</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = 0.8</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="VelSet"></a>
<p class="MsoNormal c3"><span class='c1'>VelSet</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none<span class=
"c5">&nbsp;&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> x = <i>x_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> y = <i>y_value</i> (float)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> You can specify one or both of the
optional parameters</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> at a time.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<a name="Width"></a>
<p class="MsoNormal c3"><span class='c1'>Width</span></p>

<p class="MsoNormal c3"><span class=
'c1'>------------------------------------------------------------</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>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.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Required
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Optional
parameters:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> edge = <i>edgewidth_front</i>,
<i>edgewidth_back</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Sets the player's edge width in
front and behind. Edge width</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> determines how close the player can
get to the edge of the screen.</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;</span> <span class="c5">&nbsp;</span>These
parameters default to 0,0 if omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> player = <i>playwidth_front</i>,
<i>playwidth_back</i> (int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> Sets the player width in front and
behind. Player width determines</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> how close the player can get to
other players. These parameters</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> default to 0,0 if
omitted.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Alternate
syntax:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> value = <i>width_front</i>, <i>width_back</i>
(int)</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> This is a shorthand syntax for
setting both edge width and player</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> width simultaneously. This may only
be used if the edge and player</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;&nbsp;&nbsp;</span> parameters are not
specified.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Notes:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> When collision box display is enabled, the edge
width bar is</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> displayed in orange, and the player width bar is
displayed in<span class="c5">&nbsp;&nbsp;</span></span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> yellow. Where they overlap, the overlapping
region is displayed in</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> bright yellow.</span></p>

<p class="MsoNormal c3"><span class=
'c1'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>

<p class="MsoNormal c3"><span class='c1'>Example:</span></p>

<p class="MsoNormal c3"><span class='c1'><span class=
"c5">&nbsp;</span> none</span></p>

<p class="MsoNormal c3"><span class=
'c4'><![if !supportEmptyParas]>&nbsp;<![endif]></span></p>
</div>
</body>
</html>

