# Princed V3 - Prince of Persia Level Editor for PC Version
# Copyright (C) 2003 Princed Development Team
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#
# The authors of this program may be contacted at http://forum.princed.com.ar
# states.conf: FreePrince : States tree
# �����������
# Copyright 2004, 2003 Princed Development Team
# Created: 15 Oct 2004
#
# Authors: Rodrigo Campos Catelin <rodrigocc@gmail.com>
# Enrique Calot <ecalot.cod@princed.com.ar>
#
# Note:
# DO NOT remove this copyright notice
#
create exit splash
normal:
action ToFall
conditions
MapNotOn walkable
MapOn walkable
next
falling1
steps
relative 0
animation
15 $2 @5
mark
fall
# action Jump and crash
# conditions
# KeyUp pressed
# KeyForward pressed
# MapForward block
# next
# normal
# animation
# 16-22 $2 @20
# steps
# absoluteOnStop 8
#
action Jump
conditions
KeyUp pressed
KeyForward pressed
next
normal
animation
16-27 $3
28 ps
29-33 p $4
steps
relative 0
action Pass level
conditions
KeyUp pressed
MapOn exitdoor
next
normal #exit pass
animation
53-64
steps
relative 0
action Climb up, going backwards
conditions
KeyUp pressed
MapBackUp space
MapUp walkable
next
climbingup
animation
81-91
92-93 @12
96-97 @12
145
146 @20
# 147 @ 25
# 148 u
# 149-151 @-22
# 152-153 @-12
# 154-160 @-3 $4
# 99 $5
steps
absoluteOnStart -32
action Climb up
conditions
KeyUp pressed
MapUp space
MapUpForward walkable
next
#normal
climbingup
animation
81-91
92-93 @12
96-97 @12
145
146 @20
#147 @ 25
#148 u
#149-151 @-22
#152-153 @-12
#154-160 @-3 $4
#99 $5
steps
absoluteOnStart 0
action Jump up with free space up and a block in front
conditions
KeyUp pressed
MapUp space
MapForward block
next
normal
animation
81-93
96-99
steps
relative 0
action Jump up with free space up
conditions
KeyUp pressed
MapUp space
next
normal
animation
81-93
93 @3
93 @6
93 @9
96-99 $2
#81-93
#96-99
steps
relative 0
action Jump up with cieling
conditions
KeyUp pressed
next
normal
animation
81-92
97-99
steps
relative 0
# action Start walking but he will crach into the wall
# conditions
# KeyShift pressed
# KeyForward pressed
# MapForward block
# next
# normal
# steps
# relative 0
# animation
# 15 p
action Walking a step, getting near the border
conditions
KeyShift pressed
KeyForward pressed
ForwardTileNearerThan 13
MapNotForward walkable
next
normal
steps
absoluteOnStop -2
animation
15 p $0
134-135 p $1
136 $5
137-139 $3
140 $3
141-145 p $1
action Walking a step
conditions
KeyShift pressed
KeyForward pressed
next
normal
steps
relative 0
animation
134-135 $1
136 $5
137-139 $3
140 $3
141-145 p $1
# action Start running and crashing
# conditions
# KeyForward pressed
# MapForward block
# next
# normal
# steps
# relative 0
# animation
# 15 p
action Start running
conditions
KeyForward pressed
next
running
steps
relative 0
animation
1-2 $2
3-8 p $4
action Turn
conditions
KeyBack pressed
next
normal
steps
relativeTurn 5
animation
45-52 p
action Climb Down to empty
conditions
KeyDown pressed
MapNotDownBack walkable
MapNotBack walkable
next
hangedup
steps
absoluteonstart -32
animation
154-160 @-10
152-153 @-25
149-151 @-35
action Climb Down to walkable place
conditions
KeyDown pressed
MapDownBack walkable
MapNotBack walkable
next
hangedup
steps
absoluteonstart -32
animation
154-160 @-10
152-153 @-25
149-151 @-35
action Crouch
conditions
KeyDown pressed
next
crouched
steps
relative 0
animation
118-120 p
# action Falling for debug
# conditions #TODO: delete this action, is only for debug purposes
# MapNotOn walkable
# next
# crouched
# steps
# relative 0
# animation
# 15 fh $2
action Drink potion
conditions
MapOn potion
KeyShift pressed
animation
118-120 p
193-206 p
207 p
207 pd
207 p
207 p
206 p
205 p
next
normal
steps
absoluteOnStart -20
action If there aren't more actions then the normal state is kept
conditions
none
next
normal
animation
15 p
steps
relative 0
level
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
mark
resurrect
guardskill
0
1
running:
# action ToFall
# conditions
# MapNotOn walkable
# next
# Falling1
# steps
# relative 0
# animation
# 15
action Crouch
conditions
KeyDown pressed
KeyForward pressed
next
crouched
steps
relative 2
animation
118-120 p
# action Jump and crash
# conditions
# KeyUp pressed
# KeyForward pressed
# MapForward block
# next
# normal
# steps
# relative 0
# animation
# 15 p
action Jump Running, getting to the border to jump
conditions
KeyUp pressed
KeyForward pressed
ForwardTileNearerThan 95
MapNotForward walkable
next
jumping
steps
absoluteOnStop -2
animation
34-37 $10 p
38 p
#39 $15
#340 $15 @ 7
#41 $15 @10
#42 $15 @7
#43 $15 @5
#44 $10
#44 p $10
#total:95
action Jump Running
conditions
KeyUp pressed
KeyForward pressed
next
running
steps
relative 0
animation
34-37 $10 p
38 p
39 $15
40 $15 @7
41 $15 @10
42 $15 @7
43 $15 @5
44 $10
44 p $10
# action Keep running and crash
# conditions
# KeyForward pressed
# MapForward block
# next
# normal
# steps
# relative 0
# animation
# 15 p
action Keep running
conditions
KeyForward pressed
next
running
steps
relative 0
animation
9 $6 p
10-11 $8 p
12-14 $8 p
action Turn
conditions
KeyBack pressed
next
running
steps
relativeTurn 0
animation
65-77 p
action Stop running
conditions
none
next
normal
steps
relative 0
animation
65-68 p
49-52 p
crouched:
# action ToFall
# conditions
# MapNotOn walkable
# next
# Falling1
# steps
# relative 0
# animation
# 15
# action Walk crouched and crash
# conditions
# KeyDown pressed
# KeyForward pressed
# MapForward block
# next
#
# normal
# steps
# relative 0
# animation
# 121-123 p
# 129-130 p
action Walk crouched
conditions
KeyDown pressed
KeyForward pressed
next
crouched
steps
relative 0
animation
120 1
121-123 p
action Stay Crouch
conditions
KeyDown pressed
next
crouched
steps
relative 0
animation
120 p
# action Get up but with a block in front
# conditions
# MapForward block
# next
# normal
# steps
# relative 0
# animation
# 121-123 p
# 129-130 p
action Get up
conditions
none
next
normal
steps
relative 0
animation
121-130 p
# wcrouched: #Make the player re-press the forward key to contin
# action Make the player re-press the forward key
# conditions
# KeyDown pressed
# KeyForward pressed
# next
# wcrouched
# steps
# relative 0
# animation
# 120 p
# action The user drop forward key
# conditions
# KeyDown pressed
# next
# crouched
# animation
# 120 p
# action Get up
# conditions
# none
# next
# coruched
# animation
# 120 p
jumping:
action jumping
conditions
none
next
running
steps
#this is a redoundance, should be the same that
#relative 0
absoluteonstart -32
animation
39 $15
340 $15 @7
41 $15 @10
42 $15 @7
43 $15 @5
44 $10
44 p $10
climbingup:
action continue climbing up
conditions
KeyUp pressed
next
normal
steps
relative 0
animation
147 @25
148 u
149-151 @-22
152-153 @-12
154-160 @-3 $4
99 $5
action Climb down in the middle
conditions
none
next
normal
steps
relative 0
animation
146
145 p $-3
hangedup:
action Climb up in the middle
conditions
KeyUp pressed
next
normal
steps
relative 0
animation
149-151 @-22
152-153 @-12
154-160 @-3 $4
99 $5
action Climb Down to empty
conditions
MapNotDownBack walkable
MapNotBack walkable
next
falling1
steps
relative 0
animation
148 f
147
146
145
action Climb Down to walkable place
conditions
MapDownBack walkable
MapNotBack walkable
next
normal
steps
relative 0
animation
148 f
147
146
145
falling1:
action falling to spikes
conditions
MapDown spikes
next
#exit spiked
spiked
animation
15 f @50
212-216
action falling to a walkable place
conditions
MapDown walkable
next
crouched
animation
113 f $2 @50
114 @20
115 @5
116 @3
117
action Continue falling
condition
MapNotOn walkable
next
falling2
steps
relative 0
animation
113 f $2 @50
114 @20
115 @5
116 @3
117
falling2:
action falling to spikes
conditions
MapDown spikes
next
#exit spiked
spiked
animation
15 f @50
212-216
action falling to a walkable place
conditions
MapDown walkable
next
crouched
animation
117 f @50
117 @15
117 @3
219 h
action Continue falling
condition
MapNotOn walkable
next
falling3
steps
relative 0
animation
117 f @50
117 @15
117 @3
117
falling3:
action falling to spikes
conditions
MapDown spikes
next
#exit spiked
spiked
animation
15 f @45
212-216
action falling to a walkable place
conditions
MapDown walkable
next
#exit splash
splash
animation
117 f @45
117 @20
117
215-216
action Continue falling
condition
MapNotOn walkable
next
falling3
animation
117 f @45
117 @20
117
#dead
spiked:
action speaked forever
next
spiked
animation
79 x
steps
absoluteOnStart -16
splash:
action dead forever
next
splash
animation
80 x
mark
deadBody
chopped:
action you are in two parts, ouch!
next
chopped
animation
78 x
#others
crashed:
action
next
normal
steps
absoluteOnStart -34
animation
15
#No conditions: you only can reach those actions through interruptions
none:
action crash against a wall
next
crashed
mark
crash
animation
15