;--------------------------------------------------------------------------- ;通常攻撃技 ;--------------------------------------------------------------------------- ;立ち弱攻撃 [Statedef 200] type = S movetype = A physics = S juggle = 0 ctrl = 0 sprpriority = 2 [State ] Type = velset Trigger1 = Anim != 200 x = 0 y = 0 ignorehitpause = 1 [State ] Type = changeanim Trigger1 = Anim != 200 value = 200 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 [State 200];攻撃音 type = PlaySnd trigger1 = AnimElem = 3 value = s400,0 [State 200];攻撃ボイス type = PlaySnd trigger1 = AnimElem = 3 value = s200,0+(Random%4) ;ヘルパー、爪エフェクト [State 200] Type = Explod Trigger1 = animelem = 2 Anim = 8000 ID = 8000 Pos = -6,-66 PosType = P1 Facing = 1 Vel = 11,0 Scale = 0.47,0.4 SprPriority = 10 OwnPal = 1 Trans = add ;ヘルパー、爪エフェクト2本目 [State 200] Type = Explod Trigger1 = animelem = 2 Anim = 8000 ID = 8000 Pos = -6,-61 PosType = P1 Facing = 1 Vel = 11,0 Scale = 0.47,0.4 SprPriority = 10 OwnPal = 1 Trans = add ;ヘルパー、爪エフェクト3本目 [State 200] Type = Explod Trigger1 = animelem = 2 Anim = 8000 ID = 8000 Pos = -6,-57 PosType = P1 Facing = 1 Vel = 11,0 Scale = 0.47,0.4 SprPriority = 10 OwnPal = 1 Trans = add [State 200, ヒット定義] type = HitDef trigger1 = numhelper(88888) trigger1 = palno%6 = 5 trigger1 = animelem = 3 attr = S, NA damage = 23, 12 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 5 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0, 0 hitsound = s8000, 0 guardsound = S8010, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -6,0 airguard.velocity = -1.9,-4 air.type = High air.velocity = -1.4,-3 air.hittime = 12 getpower = 50,25 givepower = 0,0 air.fall = 1 IgnoreHitPause = 1 [State 200, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 3 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger2 = animelem = 3,>=0 && animelem = 4,<=0 trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 70200 projremove = 1 projremovetime = 3 projid = 70200 velocity = 0,0 accel = 0,0 attr = S, NA damage = 23, 12 animtype = Light guardflag = MA hitflag = MAF priority = 3, Hit pausetime = 0, 5 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0, 0 hitsound = s8000, 0 guardsound = S8010, 0 ground.type = High ground.slidetime = 5 ground.hittime = 12 ground.velocity = -6,0 airguard.velocity = -1.9,-4 air.type = High air.velocity = -1.4,-3 air.hittime = 12 getpower = 50,25 givepower = 0,0 air.fall = 1 ;--------------------- [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger2 = projhittime(70200)=0 id = 7000 name = "hit" pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -63) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 200];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger2 = projguardedtime(70200)=0 Anim = 7010 ID = 7010 Pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -63) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 200, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [state ] type = null trigger1 = fvar(0) := vel x*const(movement.stand.friction) || 1 trigger1 = fvar(1) := 0 || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := 0 ;--------------------------------------------------------------------------- ;立ち中攻撃(忌むべき力開放中) [Statedef 4500] type = S movetype = A physics = S juggle = 0 ctrl = 0 sprpriority = 2 [State ] Type = velset Trigger1 = Anim != 4500 x = 9 y = 0 ignorehitpause = 1 [State ] Type = changeanim Trigger1 = Anim != 4500 value = 4500 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 [state 210, move1] type = veladd trigger1 = animelem = 1 x = 3 [state 210, move2] type = velset trigger1 = animelem = 2 x = 6 [state 210, move3] type = velset trigger1 = animelem = 3 x = 9 ;ヘルパー、爪エフェクト [State 210] Type = Explod Trigger1 = animelem = 4 Anim = 8010 ID = 8010 Pos = 49,-45 PosType = P1 Facing = 1 Vel = 1.5,1.5 Scale = 0.45,0.45 SprPriority = 10 OwnPal = 1 Trans = add ;ヘルパー、爪エフェクト2本目 [State 210] Type = Explod Trigger1 = animelem = 4 Anim = 8010 ID = 8010 Pos = 49,-52 PosType = P1 Facing = 1 Vel = 1.5,1.5 Scale = 0.45,0.45 SprPriority = 10 OwnPal = 1 Trans = add ;ヘルパー、爪エフェクト3本目 [State 210] Type = Explod Trigger1 = animelem = 4 Anim = 8010 ID = 8010 Pos = 49,-59 PosType = P1 Facing = 1 Vel = 1.5,1.5 Scale = 0.45,0.45 SprPriority = 10 OwnPal = 1 Trans = add [State 210, ヒット定義] type = HitDef triggerall = numhelper(88888) triggerall = palno%6 = 5 trigger1 = AnimElem = 4 trigger2 = AnimElem = 5 attr = S, NA damage = 20, 10 animtype = Medium guardflag = MA hitflag = MAF priority = 5, Hit pausetime = 0, 11 sparkno = s-1 guard.sparkno = s-1 sparkxy = -10, -76 hitsound = s8000, 1 guardsound = s8010, 0 ground.type = High ground.slidetime = 5 ground.hittime = 18 ground.velocity = 0,0 airguard.velocity = -1.9,-5 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 air.type = High air.velocity = -1.4,-3 air.hittime = 18 air.fall = 1 fall.recover = 1 fall.recovertime = 15 getpower = 70,35 givepower = 0,0 IgnoreHitPause = 1 [State 210, ヒット定義] type = HitDef triggerall = numhelper(88888) triggerall = palno%6 = 5 trigger1 = AnimElem = 6 attr = S, NA damage = 20, 10 animtype = Medium guardflag = MA hitflag = MAF priority = 5, Hit pausetime = 0, 11 sparkno = s-1 guard.sparkno = s-1 sparkxy = -10, -76 hitsound = s8000, 1 guardsound = s8010, 0 ground.type = High ground.slidetime = 5 ground.hittime = 18 ground.velocity = -9,0 airguard.velocity = -1.9,-5 ground.cornerpush.veloff = -13.5 air.cornerpush.veloff = -8 down.cornerpush.veloff = -8 guard.cornerpush.veloff = -5 airguard.cornerpush.veloff = -5 air.type = High air.velocity = -1.4,-3 air.hittime = 18 air.fall = 1 fall.recover = 1 fall.recovertime = 15 getpower = 70,35 givepower = 0,0 IgnoreHitPause = 1 [State 210, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 4 trigger2 = animelem = 4,>=0 && animelem = 5,<=0 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 74500 projremove = 1 projremovetime = 4 projid = 74500 velocity = 9,0 accel = 0,0 attr = S, NA damage = 20, 10 animtype = Medium guardflag = MA hitflag = MAF priority = 5, Hit pausetime = 0, 11 sparkno = s-1 guard.sparkno = s-1 sparkxy = -10, -76 hitsound = s8000, 1 guardsound = s8010, 0 ground.type = High ground.slidetime = 5 ground.hittime = 18 ground.velocity = 0,0 airguard.velocity = -1.9,-5 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 air.type = High air.velocity = -1.4,-3 air.hittime = 18 air.fall = 1 fall.recover = 1 fall.recovertime = 15 getpower = 70,35 givepower = 0,0 [State 210, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 5 trigger2 = animelem = 5,>0 && animelem = 6,<=0 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 74501 projremove = 1 projremovetime = 3 projid = 74501 velocity = 9,0 accel = 0,0 attr = S, NA damage = 20, 10 animtype = Medium guardflag = MA hitflag = MAF priority = 5, Hit pausetime = 0, 11 sparkno = s-1 guard.sparkno = s-1 sparkxy = -10, -76 hitsound = s8000, 1 guardsound = s8010, 0 ground.type = High ground.slidetime = 5 ground.hittime = 18 ground.velocity = 0,0 airguard.velocity = -1.9,-5 ground.cornerpush.veloff = 0 air.cornerpush.veloff = 0 down.cornerpush.veloff = 0 guard.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 air.type = High air.velocity = -1.4,-3 air.hittime = 18 air.fall = 1 fall.recover = 1 fall.recovertime = 15 getpower = 70,35 givepower = 0,0 [State 210, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 6 trigger2 = animelem = 6,=0 && animelem = 7,<=0 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 74502 projremove = 1 projremovetime = 3 projid = 74502 velocity = 9,0 accel = 0,0 attr = S, NA damage = 20, 10 animtype = Medium guardflag = MA hitflag = MAF priority = 5, Hit pausetime = 0, 11 sparkno = s-1 guard.sparkno = s-1 sparkxy = -10, -76 hitsound = s8000, 1 guardsound = s8010, 0 ground.type = High ground.slidetime = 5 ground.hittime = 18 ground.velocity = -9,0 airguard.velocity = -1.9,-5 ground.cornerpush.veloff = -13.5 air.cornerpush.veloff = -8 down.cornerpush.veloff = -8 guard.cornerpush.veloff = -5 airguard.cornerpush.veloff = -5 air.type = High air.velocity = -1.4,-3 air.hittime = 18 air.fall = 1 fall.recover = 1 fall.recovertime = 15 getpower = 70,35 givepower = 0,0 ;---------------------[エフェクト] [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0 trigger2 = projhittime(74500)=0 id = 7003 name = "hit" pos = floor(fvar(13)/2 -10) , floor(fvar(14)/2 -55) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 trigger2 = projhittime(74501)=0 id = 7003 name = "hit" pos = floor(fvar(13)/2 -10) , floor(fvar(14)/2 -55) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0 trigger2 = projhittime(74502)=0 id = 7003 name = "hit" pos = floor(fvar(13)/2 -10) , floor(fvar(14)/2 -55) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 210];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0 trigger2 = projguardedtime(74500)=0 Anim = 7010 ID = 7010 Pos = floor(fvar(13)/2 +15) , floor(fvar(14)/2 -55) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 210];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 trigger2 = projguardedtime(74501)=0 Anim = 7010 ID = 7010 Pos = floor(fvar(13)/2 +15) , floor(fvar(14)/2 -55) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 210];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0 trigger2 = projguardedtime(74502)=0 Anim = 7010 ID = 7010 Pos = floor(fvar(13)/2 +15) , floor(fvar(14)/2 -55) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 210];攻撃音 type = PlaySnd trigger1 = AnimElem = 4 value = 400,0 [State 210];攻撃ボイス type = PlaySnd trigger1 = AnimElem = 4 value = 210,0+(Random%4) [State 210, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [state ] type = null trigger1 = fvar(0) := vel x*const(movement.stand.friction) || 1 trigger1 = fvar(1) := 0 || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := 0 ;--------------------------------------------------------------------------- ;立ち強攻撃(忌むべき力開放中) [Statedef 4400] type = S movetype = A physics = S juggle = 0 ctrl = 0 sprpriority = 2 [State ] Type = velset Trigger1 = Anim != 220 x = 0 y = 0 ignorehitpause = 1 [State ] Type = changeanim Trigger1 = Anim != 220 value = 220 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 [state 220, move1] type = veladd trigger1 = animelem = 1 x = 3 [state 220, move2] type = velset trigger1 = animelem = 2 x = 9 [state 220, move3] type = velset trigger1 = animelem = 3 x = 15 [state 220, move4] type = velset trigger1 = animelem = 5 x = 3 [state 220, move5] type = velset trigger1 = animelem = 6 x = 9 [state 220, move6] type = velset trigger1 = animelem = 7 x = 15 [state 220, move7] type = velset trigger1 = animelem = 9 x = 9 [state 220, move8] type = velset trigger1 = animelem = 10 x = 6 [state 220, move9] type = velset trigger1 = animelem = 11 x = 3 [state 220, move10] type = velset trigger1 = animelem = 12 x = 3 [state 220, move11] type = velset trigger1 = animelem = 13 x = 3 ;ヘルパー、爪エフェクト(一撃目) [State 220] Type = Explod Trigger1 = animelem = 4 Anim = 8020 ID = 8020 Pos = 70,-81 PosType = P1 Facing = 1 Vel = 1.2,1.2 Scale = 0.45,0.4 SprPriority = 10 OwnPal = 1 Trans = add ;ヘルパー、爪エフェクト2本目(一撃目) [State 220] Type = Explod Trigger1 = animelem = 4 Anim = 8020 ID = 8020 Pos = 70,-88 PosType = P1 Facing = 1 Vel = 1.2,1.2 Scale = 0.55,0.5 SprPriority = 10 OwnPal = 1 Trans = add ;ヘルパー、爪エフェクト3本目(一撃目) [State 220] Type = Explod Trigger1 = animelem = 4 Anim = 8020 ID = 8020 Pos = 70,-95 PosType = P1 Facing = 1 Vel = 1.2,1.2 Scale = 0.55,0.5 SprPriority = 10 OwnPal = 1 Trans = add ;ヘルパー、爪エフェクト(二撃目) [State 220] Type = Explod Trigger1 = animelem = 8 Anim = 8021 ID = 8021 Pos = 25,-90 PosType = P1 Facing = 1 Vel = -1.2,-1.2 Scale = 0.4,0.45 SprPriority = 10 OwnPal = 1 Trans = add ;ヘルパー、爪エフェクト2本目(二撃目) [State 220] Type = Explod Trigger1 = animelem = 8 Anim = 8021 ID = 8021 Pos = 25,-100 PosType = P1 Facing = 1 Vel = -1.2,-1.2 Scale = 0.4,0.45 SprPriority = 10 OwnPal = 1 Trans = add ;ヘルパー、爪エフェクト3本目(二撃目) [State 220] Type = Explod Trigger1 = animelem = 8 Anim = 8021 ID = 8021 Pos = 25,-110 PosType = P1 Facing = 1 Vel = -1.2,-1.2 Scale = 0.4,0.45 SprPriority = 10 OwnPal = 1 Trans = add ;--------------------------攻撃 [State 220, ヒット定義] type = HitDef triggerall = numhelper(88888) triggerall = palno%6 = 5 trigger1 = AnimElem = 4 trigger2 = AnimElem = 8 attr = S, NA damage = 30, 15 animtype = hard guardflag = MA hitflag = MAF priority = 5, Hit pausetime = 0, 14 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0, 0 hitsound = s8000,2 guardsound = s8010, 0 ground.type = high ground.slidetime = 20 ground.hittime = 22 ground.velocity = -5,0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-3 air.hittime = 25 air.fall = 1 fall.recover = 1 getpower = 45,22 givepower = 0,0 IgnoreHitPause = 1 [State 220, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 4 trigger2 = animelem = 4,>=0 && animelem = 5,<=0 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 70220 projremove = 1 projremovetime = 4 projid = 70220 velocity = 15,0 accel = 0,0 attr = S, NA damage = 30, 15 animtype = hard guardflag = MA hitflag = MAF priority = 5, Hit pausetime = 0, 14 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0, 0 hitsound = s8000,2 guardsound = s8010, 0 ground.type = high ground.slidetime = 20 ground.hittime = 22 ground.velocity = -5,0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-3 air.hittime = 25 air.fall = 1 fall.recover = 1 getpower = 45,22 givepower = 0,0 [State 220, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 8 trigger2 = animelem = 8,>=0 && animelem = 9,<=0 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 70221 projremove = 1 projremovetime = 4 projid = 70221 velocity = 15,0 accel = 0,0 attr = S, NA damage = 30, 15 animtype = hard guardflag = MA hitflag = MAF priority = 5, Hit pausetime = 0, 14 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0, 0 hitsound = s8000,2 guardsound = s8010, 0 ground.type = high ground.slidetime = 20 ground.hittime = 22 ground.velocity = -5,0 airguard.velocity = -1.9,-.8 air.type = High air.velocity = -2,-3 air.hittime = 25 air.fall = 1 fall.recover = 1 getpower = 45,22 givepower = 0,0 ;---------------------[ヘルパー] [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger1 = AnimElem = 4,>=0 && AnimElem = 5,<0 trigger2 = projhittime(70220)=0 id = 7006 name = "hit" pos = floor(fvar(13)/2 -10) , floor(fvar(14)/2 -35)-(random%40) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger1 = animElem = 8,>=0 && AnimElem = 9,<0 trigger2 = projhittime(70221)=0 id = 7006 name = "hit" pos = floor(fvar(13)/2 -10) , floor(fvar(14)/2 -35)-(random%40) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 220];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger1 = AnimElem = 4,>=0 && AnimElem = 5,<0 trigger2 = projguardedtime(70220)=0 Anim = 7010 ID = 7010 pos = floor(fvar(13)/2 +15) , floor(fvar(14)/2 -35)-(random%40) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 220];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger1 = AnimElem = 8,>=0 && AnimElem = 9,<0 trigger2 = projguardedtime(70221)=0 Anim = 7010 ID = 7010 pos = floor(fvar(13)/2 +15) , floor(fvar(14)/2 -35)-(random%40) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 220];攻撃音 type = PlaySnd trigger1 = AnimElem = 1 value = 400,1 [State 220];攻撃音 type = PlaySnd trigger1 = AnimElem = 8 value = 400,0 [State 220];攻撃ボイス type = PlaySnd trigger1 = AnimElem = 4 value = 220,0+(Random%4) [State 220, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [state ] type = null trigger1 = fvar(0) := vel x*const(movement.stand.friction) || 1 trigger1 = fvar(1) := 0 || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;しゃがみ弱攻撃 [Statedef 400] type = C movetype = A physics = C juggle = 0 ctrl = 0 sprpriority = 2 [State ] Type = velset Trigger1 = Anim != 400 x = 0 y = 0 ignorehitpause = 1 [State ] Type = changeanim Trigger1 = Anim != 400 value = 400 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 [State 400, ヒット定義] type = HitDef triggerall = numhelper(88888) triggerall = palno%6 = 5 trigger1 = AnimElem = 3 attr = C, NA damage = 20, 10 animtype = Light guardflag = L hitflag = MAFLD priority = 3, Hit pausetime = 0, 5 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0, 0 hitsound = s8001, 0 guardsound = s8010, 0 ground.type = Low ground.slidetime = 4 ground.hittime = 15 ground.velocity = -4,0 airguard.velocity = -1.5,-3 air.velocity = 0,-3 getpower = 50,25 air.fall = 1 fall.recover = 1 down.bounce = 1 fall.recovertime = 25 givepower = 0,0 IgnoreHitPause = 1 [State 400, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 3 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger2 = animelem = 3,>=0 && animelem = 4,<=0 trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 70400 projremove = 1 projremovetime = 4 projid = 70400 velocity = 0,0 accel = 0,0 attr = C, NA damage = 20, 10 animtype = Light guardflag = L hitflag = MAFLD priority = 3, Hit pausetime = 0, 5 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0, 0 hitsound = s8001, 0 guardsound = s8010, 0 ground.type = Low ground.slidetime = 4 ground.hittime = 15 ground.velocity = -4,0 airguard.velocity = -1.5,-3 air.velocity = 0,-3 getpower = 50,25 air.fall = 1 fall.recover = 1 down.bounce = 1 fall.recovertime = 25 givepower = 0,0 [State 400];攻撃音 type = PlaySnd trigger1 = AnimElem = 3 value = 410,0 [State 400];攻撃ボイス type = PlaySnd trigger1 = AnimElem = 3 value = 200,0+(Random%4) ;---------------------[ヘルパー] [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger2 = projhittime(70400)=0 id = 7000 name = "hit" pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -13) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 400];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger2 = projguardedtime(70400)=0 Anim = 7010 ID = 7010 pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -13) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [state ] type = null trigger1 = fvar(0) := vel x*const(movement.crouch.friction) || 1 trigger1 = fvar(1) := 0 || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := 0 ;--------------------------------------------------------------------------- ;しゃがみ中攻撃(忌むべき力開放中) [Statedef 4510] type = C movetype = A physics = C juggle = 4 ctrl = 0 sprpriority = 2 [State ] Type = velset Trigger1 = Anim != 4510 x = 0 y = 0 ignorehitpause = 1 [State ] Type = changeanim Trigger1 = Anim != 4510 value = 4510 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 ;爪一本目 [State 410] Type = Explod Trigger1 = animelem = 2 Anim = 8030 ID = 8030 Pos = 35,-30 PosType = P1 Facing = 1 Vel = 3.5,1.1 Scale = 0.5,0.45 SprPriority = 10 OwnPal = 1 Trans = add ;爪二本目 [State 410] Type = Explod Trigger1 = animelem = 2 Anim = 8030 ID = 8030 Pos = 35,-37 PosType = P1 Facing = 1 Vel = 3.5,1.1 Scale = 0.5,0.45 SprPriority = 10 OwnPal = 1 Trans = add ;爪三本目 [State 410] Type = Explod Trigger1 = animelem = 2 Anim = 8030 ID = 8030 Pos = 35,-44 PosType = P1 Facing = 1 Vel = 3.5,1.1 Scale = 0.5,0.45 SprPriority = 10 OwnPal = 1 Trans = add [State 410, ヒット定義] type = HitDef triggerall = numhelper(88888) triggerall = palno%6 = 5 trigger1 = AnimElem = 3 trigger2 = AnimElem = 4 attr = C, NA damage = 20,10 animtype = Medium hitflag = MAFLD guardflag = M priority = 5, Hit pausetime = 0,9 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0,0 hitsound= s8000,0 guardsound = s8010,0 ground.type = Low ground.slidetime = 12 ground.hittime = 19 ground.velocity = -6 air.velocity = -1.2,-5 ground.cornerpush.veloff = -2.5 air.cornerpush.veloff = -2.5 down.cornerpush.veloff = -2.5 guard.cornerpush.veloff = -1.5 airguard.cornerpush.veloff = -1.5 air.fall = 1 fall.recover = 1 fall.recovertime = 30 down.bounce = 1 getpower = 70,35 givepower = 0,0 IgnoreHitPause = 1 [State 410, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 3 trigger2 = animelem = 3,>=0 && animelem = 4,<=0 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 74510 projremove = 1 projremovetime = 4 projid = 74510 velocity = 0,0 accel = 0,0 attr = C, NA damage = 20,10 animtype = Medium hitflag = MAFLD guardflag = M priority = 5, Hit pausetime = 0,9 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0,0 hitsound = s8000,0 guardsound = s8010,0 ground.type = Low ground.slidetime = 12 ground.hittime = 19 ground.velocity = -6 air.velocity = -1.2,-5 ground.cornerpush.veloff = -2.5 air.cornerpush.veloff = -2.5 down.cornerpush.veloff = -2.5 guard.cornerpush.veloff = -1.5 airguard.cornerpush.veloff = -1.5 air.fall = 1 fall.recover = 1 fall.recovertime = 30 down.bounce = 1 getpower = 70,35 givepower = 0,0 [State 410, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 4 trigger2 = animelem = 4,>0 && animelem = 5,<=0 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 74511 projremove = 1 projremovetime = 3 projid = 74511 velocity = 0,0 accel = 0,0 attr = C, NA damage = 20,10 animtype = Medium hitflag = MAFLD guardflag = M priority = 5, Hit pausetime = 0,9 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0,0 hitsound = s8000,0 guardsound = s8010,0 ground.type = Low ground.slidetime = 12 ground.hittime = 19 ground.velocity = -6 air.velocity = -1.2,-5 ground.cornerpush.veloff = -2.5 air.cornerpush.veloff = -2.5 down.cornerpush.veloff = -2.5 guard.cornerpush.veloff = -1.5 airguard.cornerpush.veloff = -1.5 air.fall = 1 fall.recover = 1 fall.recovertime = 30 down.bounce = 1 getpower = 70,35 givepower = 0,0 ;---------------------[ヘルパー] [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger1 = AnimElemTime(3) >= 0 && AnimElemtime(4) < 0 trigger2 = projhittime(74510)=0 id = 7000 name = "hit" pos = floor(fvar(13)/2 +30) , floor(fvar(14)/2 -36) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger1 = AnimElemTime(4) >= 0 && AnimElemtime(5) < 0 trigger2 = projhittime(74511)=0 id = 7000 name = "hit" pos = floor(fvar(13)/2 +30) , floor(fvar(14)/2 -36) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 410];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger1 = AnimElemTime(3) >= 0 && AnimElemtime(4) < 0 trigger2 = projguardedtime(74510)=0 Anim = 7010 ID = 7010 pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -36) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 410];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger1 = AnimElemTime(4) >= 0 && AnimElemtime(5) < 0 trigger2 = projguardedtime(74511)=0 Anim = 7010 ID = 7010 pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -36) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 410];攻撃音 type = PlaySnd trigger1 = AnimElem = 3 value = 400,0 [State 410];攻撃ボイス type = PlaySnd trigger1 = AnimElem = 3 value = 210,0+(Random%4) [State 410, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [state ] type = null trigger1 = fvar(0) := vel x*const(movement.crouch.friction) || 1 trigger1 = fvar(1) := 0 || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := 0 ;--------------------------------------------------------------------------- ;しゃがみ強攻撃 [Statedef 420] type = C movetype = A physics = C juggle = 5 ctrl = 0 sprpriority = 2 [State ] Type = changeanim Trigger1 = Anim != 420 value = 420 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 [state 420, move1] type = Velset trigger1 = Animelem = 5 x = 24 [state 420, move2] type = Velset trigger1 = Animelem = 6 x = 24 [state 420, move3] type = Velset trigger1 = Animelem = 7 x = 24 [state 420, move4] type = Velset trigger1 = Animelem = 8 x = 18 [state 420, move5] type = Velset trigger1 = Animelem = 9 x = 12 ;爪エフェクト [State 420] Type = Explod Trigger1 = animelem = 6 Anim = 8000 ID = 8000 Pos = 25,-10 PosType = P1 Facing = 1 Vel = 11,0 Scale = 0.47,0.4 SprPriority = 10 OwnPal = 1 Trans = add ;爪エフェクト2本目 [State 420] Type = Explod Trigger1 = animelem = 6 Anim = 8000 ID = 8000 Pos = 25,-15 PosType = P1 Facing = 1 Vel = 11,0 Scale = 0.47,0.4 SprPriority = 10 OwnPal = 1 Trans = add ;爪エフェクト3本目 [State 420] Type = Explod Trigger1 = animelem = 6 Anim = 8000 ID = 8000 Pos = 25,-20 PosType = P1 Facing = 1 Vel = 11,0 Scale = 0.47,0.4 SprPriority = 10 OwnPal = 1 Trans = add [State 420, ヒット定義] type = HitDef triggerall = numhelper(88888) triggerall = palno%6 = 5 trigger1 = AnimElem = 7 attr = C, NA damage = 55 hitflag = MAFLD priority = 7, Hit guardflag = L pausetime = 0,13 sparkno = s-1 sparkxy = 0, 0 guard.sparkno = s-1 hitsound= s8000,2 guardsound = s8010,0 ground.type = Low ground.slidetime = 18 ground.hittime = 25 ground.velocity = -1.5,-5 air.velocity = -1.2,-5 guard.velocity = -5 fall = 1 fall.recover = 0 down.bounce = 1 getpower = 90,45 givepower = 0,0 IgnoreHitPause = 1 [State 420, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 7 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger2 = animelem = 7,>=0 && animelem = 8,<=0 trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 70420 projremove = 1 projremovetime = 3 projid = 70420 velocity = 24,0 accel = 0,0 attr = C, NA damage = 55 hitflag = MAFLD priority = 7, Hit guardflag = L pausetime = 0,13 sparkno = s-1 sparkxy = 0, 0 guard.sparkno = s-1 hitsound = s8000,2 guardsound = s8010,0 ground.type = Low ground.slidetime = 18 ground.hittime = 25 ground.velocity = -1.5,-5 air.velocity = -1.2,-5 guard.velocity = -5 fall = 1 fall.recover = 0 down.bounce = 1 getpower = 90,45 givepower = 0,0 ;---------------------[ヘルパー] [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger2 = projhittime(70420)=0 id = 7006 name = "hit" pos = floor(fvar(13)/2 -10) , floor(fvar(14)/2 -16)-(random%10) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 420];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger2 = projguardedtime(70420)=0 Anim = 7010 ID = 7010 pos = floor(fvar(13)/2 +15) , floor(fvar(14)/2 -16)-(random%10) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [State 420];攻撃音 type = PlaySnd trigger1 = AnimElem = 7 value = 410,1 [State 420];攻撃ボイス type = PlaySnd trigger1 = AnimElem = 7 value = 220,0+(Random%4) [State 420, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 [state ] type = null trigger1 = fvar(0) := vel x*const(movement.crouch.friction) || 1 trigger1 = fvar(1) := 0 || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := 0 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ;ジャンプ弱攻撃 [Statedef 600] type = A movetype = A physics = A juggle = 0 sprpriority = 2 [state a] type = ctrlset trigger1 = Anim != 600 value = 0 [State ] Type = changeanim Trigger1 = Anim != 600 value = 600 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 [state 600] type = ctrlset trigger1 = animelem = 7 value = 1 [State 600];攻撃音 type = PlaySnd trigger1 = AnimElem = 3 value = 420,0 [State 600];攻撃ボイス type = PlaySnd trigger1 = AnimElem = 3 value = 200,0+(Random%4) [State 600, ヒット定義] type = HitDef triggerall = numhelper(88888) triggerall = palno%6 = 5 trigger1 = AnimElem = 3 attr = A, NA damage = 20,10 guardflag = HA priority = 5,HIT pausetime = 0,8 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0,0 hitsound= s8001,0 guardsound = s8010,0 ground.type = High animtype = light ground.slidetime = 15 ground.hittime = 15 ground.velocity = -4.1,0 air.velocity = -1.3,-4 ground.cornerpush.veloff = -3.9 air.cornerpush.veloff = 0 guard.cornerpush.veloff = -5.2 airguard.cornerpush.veloff = 0 air.fall = 1 fall.recover = 1 fall.recovertime = 11 getpower = 50,25 givepower = 0,0 IgnoreHitPause = 1 [State 600, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 3 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger2 = animelem = 3,>=0 && animelem = 4,<=0 trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 70600+(vel x < 0) projremove = 1 projremovetime = 3 projid = 70600 velocity = vel x,vel y accel = 0,0.5 attr = A, NA damage = 20,10 guardflag = HA priority = 5,HIT pausetime = 0,8 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0,0 hitsound = s8001,0 guardsound = s8010,0 ground.type = High animtype = light ground.slidetime = 15 ground.hittime = 15 ground.velocity = -4.1,0 air.velocity = -1.3,-4 ground.cornerpush.veloff = -3.9 air.cornerpush.veloff = 0 guard.cornerpush.veloff = -5.2 airguard.cornerpush.veloff = 0 air.fall = 1 fall.recover = 1 fall.recovertime = 11 getpower = 50,25 givepower = 0,0 ;---------------------[ヘルパー] [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger2 = projhittime(70600)=0 id = 7000 name = "hit" pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -43) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 600];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger2 = projguardedtime(70600)=0 Anim = 7010 ID = 7010 pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -43) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [state ] type = null trigger1 = fvar(0) := vel x || 1 trigger1 = fvar(1) := vel y +const(movement.yaccel) || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := pos y +fvar(1) ;--------------------------------------------------------------------------- ;ジャンプ中攻撃(忌むべき力開放中) [Statedef 4520] type = A movetype = A physics = A juggle = 0 sprpriority = 2 [state a] type = ctrlset trigger1 = Anim != 610 value = 0 [State ] Type = changeanim Trigger1 = Anim != 610 value = 610 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 [state 610] type = ctrlset trigger1 = animelem = 9,>=0 value = 1 [State 610];攻撃音 type = PlaySnd trigger1 = AnimElem = 3 value = 400,0 [State 610];攻撃ボイス type = PlaySnd trigger1 = AnimElem = 3 value = 210,0+(Random%4) ;爪エフェクト [State 610] Type = Explod Trigger1 = animelem = 3 Anim = 8000 ID = 8000 Pos = -4,-53 PosType = P1 Facing = 1 Vel = 11,0 Scale = 0.47,0.4 SprPriority = 10 OwnPal = 1 Trans = add ;爪エフェクト2本目 [State 610] Type = Explod Trigger1 = animelem = 3 Anim = 8000 ID = 8000 Pos = -4,-58 PosType = P1 Facing = 1 Vel = 11,0 Scale = 0.47,0.4 SprPriority = 10 OwnPal = 1 Trans = add ;爪エフェクト3本目 [State 610] Type = Explod Trigger1 = animelem = 3 Anim = 8000 ID = 8000 Pos = -4,-63 PosType = P1 Facing = 1 Vel = 11,0 Scale = 0.47,0.4 SprPriority = 10 OwnPal = 1 Trans = add [State 610, ヒット定義] type = HitDef triggerall = numhelper(88888) triggerall = palno%6 = 5 trigger1 = AnimElem = 3 attr = A, NA damage = 35,17 guardflag = HA priority = 5,Hit pausetime = 0,10 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0,0 hitsound= s8000,1 guardsound = s8010,0 animtype = Medium ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 guard.velocity = -7 air.velocity = -1,-4.5 ground.cornerpush.veloff = -5.2 guard.cornerpush.veloff = -6.5 air.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 air.fall = 1 fall.recover = 1 fall.recovertime = 16 getpower = 70,35 givepower = 0,0 IgnoreHitPause = 1 [State 610, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 3 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger2 = animelem = 3,>=0 && animelem = 4,<=0 trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 70610+(vel x < 0) projremove = 1 projremovetime = 3 projid = 70610 velocity = vel x,vel y accel = 0,0.5 attr = A, NA damage = 35,17 guardflag = HA priority = 5,Hit pausetime = 0,10 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0,0 hitsound = s8000,1 guardsound = s8010,0 animtype = Medium ground.type = High ground.slidetime = 17 ground.hittime = 17 ground.velocity = -5 guard.velocity = -7 air.velocity = -1,-4.5 ground.cornerpush.veloff = -5.2 guard.cornerpush.veloff = -6.5 air.cornerpush.veloff = 0 airguard.cornerpush.veloff = 0 air.fall = 1 fall.recover = 1 fall.recovertime = 16 getpower = 70,35 givepower = 0,0 ;---------------------[ヘルパー] [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger2 = projhittime(70610)=0 id = 7003 name = "hit" pos = floor(fvar(13)/2 -20) , floor(fvar(14)/2 -55) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 610];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger2 = projguardedtime(70610)=0 Anim = 7010 ID = 7010 pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -55) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [state ] type = null trigger1 = fvar(0) := vel x || 1 trigger1 = fvar(1) := vel y +const(movement.yaccel) || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := pos y +fvar(1) ;--------------------------------------------------------------------------- ;ジャンプ強攻撃 [Statedef 4450] type = A movetype = A physics = A juggle = 5 sprpriority = 2 [state a] type = ctrlset trigger1 = Anim != 620 value = 0 [State ] Type = changeanim Trigger1 = Anim != 620 value = 620 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 [state 620] type = ctrlset trigger1 = animelem = 13,>=0 value = 1 [State 620];攻撃音 type = PlaySnd trigger1 = AnimElem = 4 value = 420,1 [State 620];攻撃ボイス type = PlaySnd trigger1 = AnimElem = 4 value = 220,0+(Random%4) ;爪エフェクト(手前) [State 620] Type = Explod Trigger1 = animelem = 3 Anim = 8040 ID = 8040 Pos = 60,-43 PosType = P1 Facing = 1 Vel = 0,0 Scale = 0.77,0.7 SprPriority = 10 OwnPal = 1 Trans = add ;爪エフェクト(手前)2本目 [State 620] Type = Explod Trigger1 = animelem = 3 Anim = 8040 ID = 8040 Pos = 56,-33 PosType = P1 Facing = 1 Vel = 0,0 Scale = 0.77,0.7 SprPriority = 10 OwnPal = 1 Trans = add ;爪エフェクト(手前)3本目 [State 620] Type = Explod Trigger1 = animelem = 3 Anim = 8040 ID = 8040 Pos = 52,-23 PosType = P1 Facing = 1 Vel = 0,0 Scale = 0.77,0.7 SprPriority = 10 OwnPal = 1 Trans = add ;爪エフェクト(奥) [State 620] Type = Explod Trigger1 = animelem = 5 Anim = 8041 ID = 8041 Pos = -42,-82 PosType = P1 Facing = 1 Vel = 0,0 Scale = 0.77,0.7 SprPriority = 10 OwnPal = 1 Trans = add ;爪エフェクト(奥)2本目 [State 620] Type = Explod Trigger1 = animelem = 5 Anim = 8041 ID = 8041 Pos = -46,-70 PosType = P1 Facing = 1 Vel = 0,0 Scale = 0.77,0.7 SprPriority = 10 OwnPal = 1 Trans = add ;爪エフェクト(奥)3本目 [State 620] Type = Explod Trigger1 = animelem = 5 Anim = 8041 ID = 8041 Pos = -50,-60 PosType = P1 Facing = 1 Vel = 0,0 Scale = 0.77,0.7 SprPriority = 10 OwnPal = 1 Trans = add [State 620, ヒット定義] type = HitDef triggerall = numhelper(88888) triggerall = palno%6 = 5 trigger1 = AnimElem = 4 attr = A, NA damage = 50,25 guardflag = HA priority = 5,Hit pausetime = 0,12 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0,0 hitsound= s8000,2 guardsound = s8010,0 animtype = Hard ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -8 guard.velocity = -11 air.velocity = -3,-6 ground.cornerpush.veloff = -5.2 guard.cornerpush.veloff = -6.5 air.cornerpush.veloff = -5.2 airguard.cornerpush.veloff = -6.5 ; air.fall = 1 fall.recover = 1 fall.recovertime = 22 getpower = 90,45 givepower = 0,0 IgnoreHitPause = 1 [State 620, ヒット定義] type = Projectile trigger1 = numhelper(88888) = 0 trigger1 = animelem = 4 trigger2 = numhelper(88888) trigger2 = helper(88888),movereversed trigger2 = animelem = 4,>=0 && animelem = 5,<=0 trigger3 = movereversed ignorehitpause = 1 persistent = 0 projanim = 70620+(vel x < 0) projremove = 1 projremovetime = 3 projid = 70620 velocity = vel x,vel y accel = 0,0.5 attr = A, NA damage = 50,25 guardflag = HA priority = 5,Hit pausetime = 0,12 sparkno = s-1 guard.sparkno = s-1 sparkxy = 0,0 hitsound = s8000,2 guardsound = s8010,0 animtype = Hard ground.type = High ground.slidetime = 18 ground.hittime = 18 ground.velocity = -8 guard.velocity = -11 air.velocity = -3,-6 ground.cornerpush.veloff = -5.2 guard.cornerpush.veloff = -6.5 air.cornerpush.veloff = -5.2 airguard.cornerpush.veloff = -6.5 ; air.fall = 1 fall.recover = 1 fall.recovertime = 22 getpower = 90,45 givepower = 0,0 ;---------------------[ヘルパー] [state a];ヒットエフェクト type = Helper trigger1 = numhelper(88888) trigger1 = helper(88888),movehit=1 || movehit=1 trigger2 = projhittime(70620)=0 id = 7006 name = "hit" pos = floor(fvar(13)/2 -5) , floor(fvar(14)/2 -45)-(random%40) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 620];ガードエフェクト Type = Explod trigger1 = numhelper(88888) trigger1 = helper(88888),moveguarded=1 || moveguarded=1 trigger2 = projguardedtime(70620)=0 Anim = 7010 ID = 7010 pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -45)-(random%40) PosType = P1 Facing = 1 Vel = 0,0 SprPriority = 4 OwnPal = 1 Trans = add persistent = 0 [state ] type = null trigger1 = fvar(0) := vel x || 1 trigger1 = fvar(1) := vel y +const(movement.yaccel) || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := pos y +fvar(1) ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; 投げ掴みモーション [Statedef 800] type = S movetype = A physics = S juggle = 0 ctrl = 0 sprpriority = 2 [State ] Type = velset Trigger1 = Anim != 800 x = 0 y = 0 ignorehitpause = 1 [State ] Type = changeanim Trigger1 = Anim != 800 value = 800 ignorehitpause = 1 [state a] type = turn triggerall = animelem = 1 trigger1 = enemynear,alive || numenemy = 1 trigger1 = (enemynear,pos x - pos x)*facing < 0 trigger2 = !enemynear,alive && numenemy > 1 trigger2 = (enemynear(1),pos x - pos x)*facing < 0 ignorehitpause = 1 [State ] Type = varset Trigger1 = animelem = 1 var(30) = facing ignorehitpause = 1 [State 800, ヒット定義(投げ用)] type = projectile trigger1 = AnimElem = 1 projanim = 70800 projremove = 1 projremovetime = 1 projid = 70800 attr = S, NT hitflag = M priority = 7, hit sparkno = -1 p1sprpriority = 1 p2sprpriority = 0 p2facing = 1 p1stateno = 810 p2stateno = 820 guard.dist = 0 Fall.Recover = 0 [State 800, ステート変更] type = ChangeState Trigger1 = AnimTime = 0 value = 4400 [state ] type = null trigger1 = fvar(0) := vel x*const(movement.stand.friction) || 1 trigger1 = fvar(1) := 0 || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := 0 ;--------------------------------------------------------------------------- ; 投げ成功モーション [statedef 810] type = A movetype = A physics = N juggle = 0 sprpriority = 2 [State ] Type = velset Trigger1 = Anim != 810 x = 0 y = 0 ignorehitpause = 1 [State ] Type = changeanim Trigger1 = Anim != 810 value = 810 ignorehitpause = 1 [state 810] type = PlaySnd trigger1 = animelem = 1 value = 800, 0 [state 810] type = PlaySnd trigger1 = AnimElem = 1 value = 800,1 [state 810] type = PlaySnd trigger1 = AnimElem = 8 value = 800,2 [State 810] type = TargetBind trigger1 = AnimElemTime(1) = 0 pos = 0,0 [state 810] type = bindtotarget trigger1 = AnimElemTime(1) = 0 pos = 40,62,head [State 810, Hurt] type = TargetLifeAdd trigger1 = animelem = 8 value = -ceil(0.085*(enemynear,lifemax)) Absolute = 1 ;---------------------[ヘルパー] [state a] type = Helper trigger1 = animelem = 1,=1 id = 7101 name = "tukami" pos = 14 , -25 postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [state a];ヒットエフェクト type = Helper trigger1 = animelem = 8 id = 7000 name = "hit" pos = floor(fvar(13)/2 +20) , floor(fvar(14)/2 -63) postype = p1 stateno = 5150 helpertype = player pausemovetime = 0 persistent = 0 ignorehitpause = 1 keyctrl = 0 ownpal = 1 [State 810] type = TargetState trigger1 = AnimElemTime(8) = 1 value = 821 [State 810] type = Hitadd trigger1 = animelem = 8 value = 1 [state 810] type = velset trigger1 = AnimElemTime(8) = 1 x = -4 y = -3.2 [state 810] type = veladd trigger1 = AnimElemTime(8) > 1 y = 0.2 [state 810] type = ChangeState trigger1 = AnimTime = 0 value = 101 [state ] type = null trigger1 = fvar(0) := vel x || 1 trigger1 = fvar(1) := vel y || 1 trigger1 = fvar(2) := pos x -helper(97),pos x +fvar(0)*var(30) || 1 trigger1 = fvar(3) := pos y +fvar(1) ;--------------------------------------------------------------------------- ;相手側の投げられ1 [Statedef 820] type = A movetype = H physics = N [State ] type = SelfState trigger1 = name ="R-kunagi" value = 66666 ignorehitpause = 1 [State 820] type = NotHitBy trigger1 = time = 1 value = SCA [state 820,2] type = changeanim trigger1 = SelfAnimExist(5010) value = 5010 [State -1] Type = SelfState Trigger1 = Time >= 60 Trigger1 = P2MoveType != A Value = 5035 ;----------------------------------------------------------------------------- ;投げられ2 [statedef 821] type = A movetype = H physics = N ctrl = 0 [State ] type = SelfState trigger1 = name ="R-kunagi" value = 66666 ignorehitpause = 1 [State 821] Type = PosSet Trigger1 = Pos Y > 0 Y = 0 IgnoreHitPause = 1 Persistent = 0 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 821] Type = HitFallSet Trigger1 = 1 Value = 0 IgnoreHitPause = 1 Persistent = 0 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 821] Type = OffSet Trigger1 = Time >= 0 x= 1 Persistent = 4 [State 821] Type = OffSet Trigger1 = Time >= 2 x = -1 persistent = 4 [State 821] Type = ChangeAnim Trigger1 = SelfAnimExist(5030) Value = 5030 [State -1] Type = ChangeState Trigger1 = GetHitVar(HitShakeTime) = 0 Value = 822 ;----------------------------------------------------------------------- ;投げられ3 [statedef 822] type = A movetype = H physics = N ctrl = 0 velset = 0,0 [State ] type = SelfState trigger1 = name ="R-kunagi" value = 66666 ignorehitpause = 1 [State 822] Type = ChangeAnim Triggerall =SelfAnimExist(5030) Trigger1 = Time = 0 Value = 5030 [State 822] Type = ChangeAnim Triggerall =SelfAnimExist(5035) Trigger1 =! SelfAnimExist(5030) Trigger1 = Time = 0 Trigger2 = Anim = 5030 Trigger2 = AnimTime = 0 Value = 5035 [State 822] Type = ChangeAnim Trigger1 =! SelfAnimExist(5030) Trigger1 =! SelfAnimExist(5035) Trigger1 = Time = 0 Trigger2 = Anim = 5030 Trigger2 = AnimTime = 0 Trigger3 = Anim = 5035 Trigger3 = AnimTime = 0 Value = 5050 [State 822] Type = PlayerPush Trigger1 = Time >= 0 Value = 0 IgnoreHitPause = 1 Persistent = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 822] Type = Width Trigger1 = 1 Edge = 0,-Const(Size.Air.Back) IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 822] Type = VelSet Trigger1 = Time = 0 X = -12 [State 822] Type = ScreenBound Trigger1 = Time <= 26 Value = 1 MoveCamera = 1,1 [State 822] Type = ScreenBound Trigger1 = Time > 26 Value = 1 MoveCamera = 0,1 [State 822] Type = ChangeState TriggerAll = Time = [0,12] TriggerAll = BackEdgeDist <= 0 Trigger1 = 1 Value = 823 [State 822] Type = ChangeState TriggerAll = Time >= 13 TriggerAll = BackEdgeDist <= 0 Trigger1 = 1 Value = 824 ;--------------------------------------------------------------------------- ;投げられ4 [Statedef 823] Type = A MoveType = H Physics = N Ctrl = 0 VelSet = 0,0 [State ] type = SelfState trigger1 = name ="R-kunagi" value = 66666 ignorehitpause = 1 [State 823] Type = ChangeAnim Triggerall =SelfAnimExist(5030) Trigger1 = Time = 0 Value = 5030 [State 823] Type = ChangeAnim Triggerall =SelfAnimExist(5035) Trigger1 =! SelfAnimExist(5030) Trigger1 = Time = 0 Trigger2 = Anim = 5030 Trigger2 = AnimTime = 0 Value = 5035 [State 823] Type = ChangeAnim Trigger1 =! SelfAnimExist(5030) Trigger1 =! SelfAnimExist(5035) Trigger1 = Time = 0 Trigger2 = Anim = 5030 Trigger2 = AnimTime = 0 Trigger3 = Anim = 5035 Trigger3 = AnimTime = 0 Value = 5050 [State 823] Type = Width Trigger1 = Time = [0,6] Edge = -Const(Size.Air.Front),-Const(Size.Air.Back) IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 823] Type = Width Trigger1 = Time >= 7 Trigger1 = Const(Size.Air.Front)-(Time-7) > 0 Edge = -Const(Size.Air.Front)+(Time-7),0 IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 823] Type = HitFallSet Trigger1 = Vel Y > 0 Trigger1 = Pos Y >= -30 Trigger2 = Vel Y > 4 Value = 1 IgnoreHitPause = 1 Persistent = 0 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 823] Type = EnvShake Trigger1 = Time = 0 Time = 12 Ampl = -5 Freq = 100 [State 823] Type = VelSet Trigger1 = Time = 5 X = -1.3 Y = -6.2 [State 823] Type = VelAdd Trigger1 = Time >= 6 Y = .52 [State 823] Type = Turn Trigger1 = Time = 0 [State 823] Type = SelfState Trigger1 = (Vel Y > 0) && (Pos Y >= 0) Value = 5100 ;--------------------------------------------------------------------------- ;投げられ5 [Statedef 824] Type = A MoveType = H Physics = N Ctrl = 0 VelSet = 0,0 [State ] type = SelfState trigger1 = name ="R-kunagi" value = 66666 ignorehitpause = 1 [State 824] Type = ChangeAnim Triggerall =SelfAnimExist(5030) Trigger1 = Time = 0 Value = 5030 [State 824] Type = ChangeAnim Triggerall =SelfAnimExist(5035) Trigger1 =! SelfAnimExist(5030) Trigger1 = Time = 0 Trigger2 = Anim = 5030 Trigger2 = AnimTime = 0 Value = 5035 [State 824] Type = ChangeAnim Trigger1 =! SelfAnimExist(5030) Trigger1 =! SelfAnimExist(5035) Trigger1 = Time = 0 Trigger2 = Anim = 5030 Trigger2 = AnimTime = 0 Trigger3 = Anim = 5035 Trigger3 = AnimTime = 0 Value = 5050 [State 824] Type = EnvShake Trigger1 = Time = 0 Time = 12 Ampl = -5 Freq = 100 [State 824] Type = VelSet Trigger1 = Time = 5 X = -1.3 Y = -6.2 [State 824] Type = VelAdd Trigger1 = Time >= 6 Y = .52 [State -1] Type = HitFallSet TriggerAll = Time = 6 Trigger1 = 1 Value = 1 IgnoreHitPause = 1 Persistent = 0 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 824] Type = Width Trigger1 = Time = [0,6] Edge = -Const(Size.Air.Front),-Const(Size.Air.Back) IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 824] Type = Width Trigger1 = Time >= 7 Trigger1 = Const(Size.Air.Front)-(Time-7) > 0 Edge = -Const(Size.Air.Front)+(Time-7),0 IgnoreHitPause = 1 SuperMoveTime = 9999 PauseMoveTime = 9999 [State 824] Type = Turn Trigger1 = Time = 0 [State 824] Type = SelfState Trigger1 = (Vel Y > 0) && (Pos Y >= 0) Value = 5100