loading
4
1.dat
NULL
NULL
let me guess
2.dat
NULL
NULL
let me guess
3.dat
NULL
NULL
let me guess
4.dat
NULL
NULL
let me guess
loading
2
fireball1.dat
NULL
NULL
let me guess
fireball2.dat
NULL
NULL
let me guess
holy diver: walk
load folder data/Ken/walk
loading
6
walk1.dat
NULL
NULL
let me guess
walk2.dat
NULL
NULL
let me guess
walk3.dat
step3
NULL
let me guess
walk4.dat
NULL
NULL
let me guess
walk5.dat
NULL
NULL
let me guess
walk6.dat
NULL
NULL
let me guess
ACTION COMMANDO
holy diver: inAir
load folder data/Ken/inAir
loading
1
jump1.dat
NULL
NULL
let me guess
ACTION COMMANDO
holy diver: duck
load folder data/Ken/duck
loading
2
duck1.dat
NULL
NULL
let me guess
duck2.dat
NULL
NULL
let me guess
ACTION COMMANDO
holy diver: blank
load folder data/Ken/blank
loading
1
blank.dat
NULL
NULL
let me guess
ACTION COMMANDO
holy diver: standing
load folder data/Ken/standing
loading
1
stand1.dat
NULL
NULL
let me guess
ACTION COMMANDO
Lets Rock!: hadouken
load folder data/Ken/hadouken
loading
3
hado1.dat
dragpunch
NULL
let me guess
hado2.dat
NULL
NULL
let me guess
hado3.dat
NULL
NULL
let me guess
Loaded!
Command: DRB
Condition: ground = true

Lets Rock!: punch
load folder data/Ken/punch
loading
4
punch1.dat
NULL
NULL
let me guess
punch2.dat
swoosh2
NULL
let me guess
punch3.dat
NULL
NULL
let me guess
punch4.dat
NULL
NULL
let me guess
Loaded!
Command: B
Condition: ground = true

Lets Rock!: airPunch
load folder data/Ken/airPunch
loading
4
punch1.dat
NULL
NULL
let me guess
punch2.dat
swoosh2
NULL
let me guess
punch3.dat
NULL
NULL
let me guess
punch4.dat
NULL
NULL
let me guess
Loaded!
Command: C
Condition: ground = false

Lets Rock!: hit1
load folder data/Ken/hit1
loading
1
hit1.bmp
hit
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = true

Lets Rock!: blockHi
load folder data/Ken/blockHi
loading
1
block1.bmp
NULL
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = true

Lets Rock!: blockAir
load folder data/Ken/blockAir
loading
1
block1.bmp
NULL
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = false

Lets Rock!: blockLo
load folder data/Ken/blockLo
loading
1
dblock1.bmp
NULL
NULL
let me guess
Loaded!
Command: ZZZ
Condition: ground = true

walk
walk
Lets start this up
A LIST TIME!!!
lets make a list, total is : 7
check move hadouken DRB
check move punch B
check move airPunch C
check move hit1 ZZZ
check move blockHi ZZZ
check move blockAir ZZZ
check move blockLo ZZZ
B LIST TIME!!!
lets make a list, total is : 7
check move hadouken DRB
B based Attack
head added
hadouken DRB
check move punch B
B based Attack
new tailbit added
check move airPunch C
check move hit1 ZZZ
check move blockHi ZZZ
check move blockAir ZZZ
check move blockLo ZZZ
C LIST TIME!!!
lets make a list, total is : 7
check move hadouken DRB
check move punch B
check move airPunch C
C based Attack
head added
airPunch C
check move hit1 ZZZ
check move blockHi ZZZ
check move blockAir ZZZ
check move blockLo ZZZ
====================
B LIST
====================
Move: hadouken
Move: punch
making an Sset
SOUND CLASS INITIATED!
ANOTHER COUT LOL
SOUND NAME: data/soundSet/step3.wav
ADDING TO SOUND SET, YAY!
step3 VS dragpunch
DID NOT FIND SOUND EFFECT
ANOTHER COUT LOL
SOUND NAME: data/Ken/sound/dragpunch.wav
step3 VS step3
FOUND SOUND EFFECT
Min bitches -1
step3 VS swoosh2
DID NOT FIND SOUND EFFECT
ANOTHER COUT LOL
SOUND NAME: data/Ken/sound/swoosh2.wav
step3 VS hit
DID NOT FIND SOUND EFFECT
ANOTHER COUT LOL
SOUND NAME: data/Ken/sound/hit.wav
New Total is : 4
Sound - step3
Sound - dragpunch
Sound - swoosh2
Sound - hit
0 joysticks were found.

New Particle: fireball1 1 1



Adding particle
BIT[0]: data/particle/fireball1
BIT[1]: 1
BIT[2]: 1
loading
2
fireball1.dat
NULL
NULL
let me guess
fireball2.dat
NULL
NULL
let me guess
GOOD SHIT
New Particle: dropball 1 1
adding another particle
BIT[0]: data/particle/dropball
BIT[1]: 1
BIT[2]: 1
loading
2
fireball1.dat
NULL
NULL
let me guess
fireball2.dat
NULL
NULL
let me guess
GOOD SHIT
	Attack 0: punch	Range: s
	Attack 0: punch	Range: s
standing
standing
       Long Range AI
walk
step3 VS step3
FOUND SOUND EFFECT
SOUND PLAYING
walk
walk
standing
walk
step3 VS step3
FOUND SOUND EFFECT
SOUND PLAYING
step3 VS step3
FOUND SOUND EFFECT
SOUND PLAYING
standing
walk
duck
Ready are we? with B
Not empty, lucky!
searched DRB|| Against RDRB
Found a move!
Condition much!
BIT[0]: ground
BIT[1]: =
BIT[2]: true
Have Move - hadouken!
DELETING HAHAHAHA
hadoukenstep3 VS dragpunch
dragpunch VS dragpunch
FOUND SOUND EFFECT
SOUND PLAYING
TD: 3003


Adding particle
BIT[0]: fireball1
BIT[1]: 30
BIT[2]: 29
success!
JUST CHECKING: 200 1
particle added
JUST CHECKING: 200 1
Force those damages! 200 1
player is HIT
Force those damages! 200 1
Comparing hadouken with hit1
Comparing punch with hit1
Comparing airPunch with hit1
Comparing hit1 with hit1
Damage is forced!!!
hit1

Killing the head particle
step3 VS hit
dragpunch VS hit
swoosh2 VS hit
hit VS hit
FOUND SOUND EFFECT
SOUND PLAYING
punch ended
walk
standing
walk
punch ended
walk
standing
       Mid Range AI 
inAir
standing
inAir
walk
duck
Ready are we? with B
Not empty, lucky!
searched DRB|| Against RDB
Next -> 
Not empty, lucky!
searched B|| Against RDB
Found a move!
Condition much!
BIT[0]: ground
BIT[1]: =
BIT[2]: true
Have Move - punch!
DELETING HAHAHAHA
punchstep3 VS swoosh2
dragpunch VS swoosh2
swoosh2 VS swoosh2
FOUND SOUND EFFECT
SOUND PLAYING
walk
standing
       Mid Range AI 
walk
punch ended
walk
standing
walk
duck
step3 VS step3
FOUND SOUND EFFECT
SOUND PLAYING
Lets try deleting!
standing
Ready are we? with B
Not empty, lucky!
searched DRB|| Against DRB
Found a move!
Condition much!
BIT[0]: ground
BIT[1]: =
BIT[2]: true
Have Move - hadouken!
DELETING HAHAHAHA
hadoukenstep3 VS dragpunch
dragpunch VS dragpunch
FOUND SOUND EFFECT
SOUND PLAYING
TD: 4818


Adding particle
BIT[0]: fireball1
BIT[1]: 30
BIT[2]: 29
success!
JUST CHECKING: 200 1
particle added
JUST CHECKING: 200 1
Force those damages! 200 1
player is HIT
Force those damages! 200 1
Comparing hadouken with hit1
Comparing punch with hit1
Comparing airPunch with hit1
Comparing hit1 with hit1
Damage is forced!!!
hit1

Killing the head particle
step3 VS hit
dragpunch VS hit
swoosh2 VS hit
hit VS hit
FOUND SOUND EFFECT
SOUND PLAYING
punch ended
walk
standing
punch ended
walk
standing
       Mid Range AI 
walk
       Mid Range AI 
walk
step3 VS step3
FOUND SOUND EFFECT
SOUND PLAYING
standing
       Short Range AI, enem infront 
Lets try ducking!
duck
inAir
Lets try deleting!
walk
standing
       Short Range AI, enem infront 
walk
inAir
Lets try deleting!
step3 VS step3
FOUND SOUND EFFECT
SOUND PLAYING
standing
       Mid Range AI enem in air
inAir
inAir
walk
standing
walk
duck
Lets try deleting!
standing
Ready are we? with B
Not empty, lucky!
searched DRB|| Against DRB
Found a move!
Condition much!
BIT[0]: ground
BIT[1]: =
BIT[2]: true
Have Move - hadouken!
DELETING HAHAHAHA
hadoukenstep3 VS dragpunch
dragpunch VS dragpunch
FOUND SOUND EFFECT
SOUND PLAYING
walk
standing
       Short Range AI, enem infront 
Going for the attack!
gNum: 1
 at range s Rand is 0
the new attack is : punch
Comparing hadouken with punch
Comparing punch with punch
punchTD: 7077


Adding particle
BIT[0]: fireball1
BIT[1]: 30
BIT[2]: 29
success!
JUST CHECKING: 200 1
particle added
JUST CHECKING: 200 1
Force those damages! 200 1
player is HIT
Force those damages! 200 1
Comparing hadouken with hit1
Comparing punch with hit1
Comparing airPunch with hit1
Comparing hit1 with hit1
Damage is forced!!!
hit1

Killing the head particle
punch ended
walk
standing
       Short Range AI, enem infront 
punch ended
walk
standing
Lets try ducking!
duck
