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mugen-udl.xml
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<!--
This .xml is a User-defined Language (UDL) file for Notepad++.
It defines syntax highlights for the Mugen programming language.
Mugen (M.U.G.E.N) is a 2D fighting game engine made by Elecbyte.
▪ Mugen-UDL project ▪ https://github.com/ScottyGrotty/Mugen-UDL
-->
<NotepadPlus>
<UserLang name="Mugen" ext="cns st def air" udlVersion="2.1">
<Settings>
<Global caseIgnored="yes" allowFoldOfComments="yes" foldCompact="yes" forcePureLC="0" decimalSeparator="2" />
<Prefix Keywords1="no" Keywords2="no" Keywords3="no" Keywords4="no" Keywords5="no" Keywords6="yes" Keywords7="yes" Keywords8="yes" />
</Settings>
<KeywordLists>
<Keywords name="Comments">00; 01 02 03 04</Keywords>
<Keywords name="Numbers, prefix1">[</Keywords>
<Keywords name="Numbers, prefix2">- S F</Keywords>
<Keywords name="Numbers, extras1"></Keywords>
<Keywords name="Numbers, extras2"></Keywords>
<Keywords name="Numbers, suffix1">]</Keywords>
<Keywords name="Numbers, suffix2"></Keywords>
<Keywords name="Numbers, range"></Keywords>
<Keywords name="Operators1">= != >= <= && & > < + % , * ( ) ! || | / (( )) ([ ]) -</Keywords>
<Keywords name="Operators2"></Keywords>
<Keywords name="Folders in code1, open"></Keywords>
<Keywords name="Folders in code1, middle"></Keywords>
<Keywords name="Folders in code1, close"></Keywords>
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<Keywords name="Folders in code2, middle"></Keywords>
<Keywords name="Folders in code2, close"></Keywords>
<Keywords name="Folders in comment, open"></Keywords>
<Keywords name="Folders in comment, middle"></Keywords>
<Keywords name="Folders in comment, close"></Keywords>
<Keywords name="Keywords1">time length palcolor palinvertall palbright palcontrast palpostbright paladd palmul timegap framegap alpha add mul sinadd invertall color value scale text params flag flag2 flag3 time facing pos time id pos elem ctrl text params value time under time freq ampl phase anim id pos postype facing vfacing bindtime vel accel random removetime supermove supermovetime pausemovetime scale sprpriority ontop shadow ownpal under removeongethit ignorehitpause alpha velocity id time value waveform time freq ampl self value under pos random helpertype name id pos postype facing stateno keyctrl scale ownpal sprpriority supermovetime pausemovetime size.xscale size.yscale size.ground.back size.ground.front size.air.back size.air.front size.height size.proj.dosscale size.head.pos size.mid.pos size.shadowoffset hitflag guardflag affectteam animtype air.animtype fall.animtype priority damage pausetime guard.pausetime sparkno guard.sparkno sparkxy hitsound guardsound ground.type air.type ground.slidetime guard.slidetime ground.hittime guard.hittime airguard.hittime air.hittime guard.ctrltime guard.dist yaccel ground.velocity guard.velocity air.velocity airguard.velocity ground.cornerpush.veloff air.cornerpush.veloff down.cornerpush.veloff guard.cornerpush.veloff airguard.cornerpush.veloff airguard.ctrltime air.juggle mindist maxdist snap p1sprpriority p2sprpriority p1facing p1getp2facing p2facing p1stateno p2stateno p2getp1state forcestand fall fall.xvelocity fall.yvelocity fall.recover fall.recovertime fall.damage air.fall forcenofall down.velocity down.hittime down.bounce id chainid nochainid hitonce kill guard.kill fall.kill numhits getpower givepower palfx.time palfx.add palfx.mul palfx.sinadd palfx.invertall palfx.color envshake.time envshake.freq envshake.ampl envshake.phase fall.envshake.time fall.envshake.freq fall.envshake.ampl fall.envshake.phase y.accel stateno slot time forceair kill absolute pos pos2 spacing anim id pos postype facing vfacing bindtime vel accel random removetime supermove supermovetime pausemovetime scale sprpriority ontop shadow ownpal removeongethit ignorehitpause trans alpha v fv var fvar sysvar sysfvar time endcmdbuftime movetime pausebg value volume volumescale channel lowpriority freqmul loop pan abspan attr hitflag guardflag affectteam animtype air.animtype fall.animtype priority damage pausetime guard.pausetime sparkno guard.sparkno sparkxy hitsound guardsound ground.type air.type ground.slidetime guard.slidetime ground.hittime guard.hittime air.hittime guard.ctrltime guard.dist yaccel ground.velocity guard.velocity air.velocity airguard.velocity ground.cornerpush.veloff air.cornerpush.veloff down.cornerpush.veloff guard.cornerpush.veloff airguard.cornerpush.veloff airguard.ctrltime air.juggle mindist maxdist snap p1sprpriority p2sprpriority p1facing p1getp2facing p2facing p1stateno p2stateno p2getp1state forcestand fall fall.xvelocity fall.yvelocity fall.recover fall.recovertime fall.damage air.fall forcenofall down.velocity down.hittime down.bounce id chainid nochainid hitonce kill guard.kill fall.kill numhits getpower givepower palfx.time palfx.add palfx.mul palfx.sinadd palfx.invertall palfx.color envshake.time envshake.freq envshake.ampl envshake.phase fall.envshake.time fall.envshake.freq fall.envshake.ampl fall.envshake.phase projid projanim projhitanim projremanim projcancelanim projscale projremove projremovetime velocity remvelocity accel velmul projhits projmisstime projpriority projsprpriority projedgebound projstagebound projheightbound offset postype projshadow supermovetime pausemovetime afterimage.time afterimage.length afterimage.palcolor afterimage.palintervall afterimage.palbright afterimage.palcontrast afterimage.palpostbright afterimage.paladd afterimage.palmul afterimage.timegap afterimage.framegap afterimage.trans source dest movecamera channel pan abspan time endcmdbuftime movetime pausebg anim sound pos darken p2defmul unhittable excludeid keepone first last fvalue value type movetype physics anim velset ctrl juggle facep2 hitdefpersist movehitpersist hitcountpersist sprpriority statetype value waveform x y time loopstart triggerall attack defence fall.defence_up liedown.time airjuggle KO.echo IntPersistIndex FloatPersistIndex xscale yscale ground.back ground.front air.back air.front height attack.dist proj.attack.dist proj.doscale head.pos mid.pos shadowoffset draw.offset walk.fwd walk.back run.fwd run.back jump.neu jump.back jump.fwd runjump.back runjump.fwd airjump.neu airjump.back airjump.fwd airjump.num airjump.height yaccel stand.friction crouch.friction persistent</Keywords>
<Keywords name="Keywords2">AfterImage AfterImageTime AllPalFX AngleAdd AngleDraw AngleMul AngleSet AppendToClipboard AssertSpecial AttackDist AttackMulSet BGPalFX BindToParent BindToRoot BindToTarget ChangeAnim ChangeAnim2 ChangeState ClearClipboard CtrlSet DefenceMulSet DestroySelf DisplayToClipboard EnvColor EnvShake Explod ExplodBindTime ForceFeedback FallEnvShake GameMakeAnim Gravity Helper HitAdd HitBy HitDef HitFallDamage HitFallSet HitFallVel HitOverride HitVelSet LifeAdd LifeSet MakeDust ModifyExplod MoveHitReset NotHitBy Null Offset PalFX ParentVarAdd ParentVarSet Pause PlayerPush PlaySnd PosAdd PosFreeze PosSet PowerAdd PowerSet Projectile RemapPal RemoveExplod ReversalDef ScreenBound SelfState SprPriority StateTypeSet SndPan StopSnd SuperPause TargetBind TargetDrop TargetFacing TargetLifeAdd TargetPowerAdd TargetState TargetVelAdd TargetVelSet Trans Turn VarAdd VarRandom VarRangeSet VarSet VelAdd VelMul VelSet velset VictoryQuote Width Zoom</Keywords>
<Keywords name="Keywords3">p1 p2 p3 p4 front back left right stage screen assertspecial intro invisible roundnotover nobardisplay nobg nofg nostandguard nocrouchguard noairguard noautoturn nojugglecheck nokosnd nokoslow noshadow globalnoshadow nomusic nowalk timerfreeze unguardable noko none add add1 addalpha sub foot mid head sine square sinesquare off normal player light med medium hard heavy back up diagup dodge hit miss A S C SCA ASC ANSH ATP HLM MAF H L M A D P EBF E B SF F default single simul turns + - I high low trip none SP N MA SA AA AP AT NA HA MAFD NP HP SC NT ST HT U</Keywords>
<Keywords name="Keywords4">Abs Acos AILevel Alive Anim AnimElem AnimElemNo AnimElemTime AnimExist AnimTime Asin Atan AuthorName BackEdgeBodyDist BackEdgeDist CanRecover CameraPos Ceil Command Cond Const Const240p Const480p Const720p Cos Ctrl DrawGame E Exp Facing Floor FrontEdgeBodyDist FrontEdgeDist FVar GameHeight GameTime GameWidth GetHitVar HitCount HitDefAttr HitFall HitOver HitPauseTime HitShakeOver HitVel IfElse InGuardDist IsHelper IsHomeTeam Life LifeMax Ln Log Lose MatchNo MatchOver MoveContact MoveGuarded MoveHit MoveType MoveReversed NumEnemy NumExplod NumHelper NumPartner NumProj NumProjID NumTarget P1Name P2BodyDist P2Dist P2Life P2MoveType P2Name P2StateNo P2StateType P3Name P4Name PalNo Parent ParentDist Partner Pi Power PowerMax PlayerIDExist PrevStateNo ProjCancelTime ProjContact ProjContactTime ProjGuarded ProjGuardedTime ProjHit ProjHitTime Random Root RootDist RoundNo RoundsExisted RoundState ScreenPos SelfAnimExist Sin StateNo StateType StageVar SysFVar SysVar Tan TeamMode TeamSide TicksPerSecond Time TimeMod UniqHitCount Var Vel Win WinKO WinTime EnemyNear Enemy</Keywords>
<Keywords name="Keywords5">data.life data.power data.attack data.defence data.fall.defence_mul data.liedown.time data.airjuggle data.sparkno data.guard.sparkno data.ko.echo data.intpersistindex data.floatpersistindex size.xscale size.yscale size.ground.back size.ground.front size.air.back size.air.front size.height size.attack.dist size.proj.attack.dist size.proj.doscale size.head.pos.x size.head.pos.y size.mid.pos.x size.mid.pos.y size.shadowoffset size.draw.offset.x size.draw.offset.y velocity.walk.fwd.x velocity.walk.back.x velocity.run.fwd.x velocity.run.fwd.y velocity.run.back.x velocity.run.back.y velocity.jump.y velocity.jump.neu.x velocity.jump.back.x velocity.jump.fwd.x velocity.runjump.back.x velocity.runjump.fwd.x velocity.airjump.y velocity.airjump.neu.x velocity.airjump.back.x velocity.airjump.fwd.x velocity.air.gethit.groundrecover.x velocity.air.gethit.groundrecover.y velocity.air.gethit.airrecover.mul.x velocity.air.gethit.airrecover.mul.y velocity.air.gethit.airrecover.add.x velocity.air.gethit.airrecover.add.y velocity.air.gethit.airrecover.back velocity.air.gethit.airrecover.fwd velocity.air.gethit.airrecover.up velocity.air.gethit.airrecover.down movement.airjump.num movement.airjump.height movement.yaccel movement.stand.friction movement.crouch.friction movement.stand.friction.threshold movement.crouch.friction.threshold movement.jump.changeanim.threshold movement.air.gethit.groundlevel movement.air.gethit.groundrecover.ground.threshold movement.air.gethit.groundrecover.groundlevel movement.air.gethit.airrecover.threshold movement.air.gethit.airrecover.yaccel movement.air.gethit.trip.groundlevel movement.down.bounce.offset.x movement.down.bounce.offset.y movement.down.bounce.yaccel movement.down.bounce.groundlevel movement.down.friction.threshold xveladd yveladd type animtype airtype groundtype damage hitcount fallcount hitshaketime hittime slidetime ctrltime recovertime xoff yoff zoff xvel yvel yaccel chainid guarded isbound fall fall.damage fall.xvel fall.yvel fall.recover fall.recovertime fall.kill fall.envshake.time fall.envshake.freq fall.envshake.ampl fall.envshake.phase</Keywords>
<Keywords name="Keywords6">trigger3 clsn3</Keywords>
<Keywords name="Keywords7">trigger2 clsn2</Keywords>
<Keywords name="Keywords8">trigger clsn1 victory</Keywords>
<Keywords name="Delimiters">00[ 01 02] 03" 04 05" 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23</Keywords>
</KeywordLists>
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