;--------------------------------------------------------------------------- ;特殊技 ;--------------------------------------------------------------------------- ; ダッシュ弱・体当たり [Statedef 300] type = C movetype= A physics = N juggle = 4 anim = 300 ctrl = 0 sprpriority = -1 [State 300, 鼻息] type = PlaySnd trigger1 = Time = 0 value = 3900,0 channel = 0 volume = 127 [State 300, ブレーキ] type = VelMul trigger1 = time > 4 x = .935 [State 300, ほこり] type = makedust trigger1 = time > 4 pos = -30,0 pos2 = 5,0 spacing = 1 Persistent = 5 [State 300, 素振り音] type = PlaySnd trigger1 = AnimTime = 0 value = 0, 20 [State 300, 空中へ] type = ChangeState trigger1 = AnimTime = 0 value = 301 ;--------------------------------------------------------------------------- ; ダッシュ弱・空中 [Statedef 301] type = A movetype = A physics = N juggle = 2 poweradd = 62 ctrl = 0 velset = 4.0,-3.5 anim = 301 [State 301, 重力] type = Gravity trigger1 = time > 2 [State 301, ヒット定義] type = HitDef trigger1 = time = 5 trigger2 = time = 20 attr = A, NA animtype = Hard damage = 25, 2 priority = 5 guardflag = MA pausetime = 15,15+var(18) sparkno = 1 sparkxy = 0,-70 hitsound = 5,2 guardsound = 6,0 ground.type = High ground.slidetime = 12 ground.hittime = 15 air.hittime = 25 ground.velocity = -4,0 air.velocity = -4,-2 airguard.velocity = -3.5 fall.recover = 0 envshake.time = 4 envshake.ampl = 6 envshake.freq = 100 fall.yvelocity = -4.5 yaccel = 0.35 kill = IfElse(fvar(39),0,1) [State 301, 快感ゲージ低下] type = VarAdd trigger1 = MoveContact = 1 var(56) = ifelse(MoveHit,-50,-10) [State 301, ステート変更] type = ChangeState trigger1 = time > 5 trigger1 = Vel Y > 0 && Pos Y >= 10 value = 52 ;--------------------------------------------------------------------------- ; 牛角返し・角突進 [Statedef 310] type = C movetype= A physics = N juggle = 4 anim = 310 velset = 4.2,0 ctrl = 0 sprpriority = -1 [State 310, ブレーキ] type = VelMul trigger1 = time > 3 x = .935 [State 310, ほこり] type = makedust trigger1 = time > 5 pos = -30,0 pos2 = 5,0 spacing = 1 Persistent = 5 [State 310, 声] type = PlaySnd trigger1 = AnimElem = 3 value = 3900,0 channel = 0 volume = 255 [State 310, 振り音] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 20 [State 310, ヒット定義] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 30,0 guardflag = MA hitflag = MA pausetime = 12,12+var(18) sparkxy = -10,-53 hitsound = 5,4 guardsound = 6,0 ground.type = Low ground.slidetime = 20 ground.hittime = 25 air.hittime = 25 ground.velocity = -5.5 air.velocity = -2,-3 fall.recover = 0 p1facing = 1 p2facing = 1 envshake.time = 6 envshake.ampl = 4 envshake.freq = 100 ID = 310 fall.yvelocity = -4.5 yaccel = 0.35 kill = IfElse(fvar(39),0,1) [State 310, 快感ゲージ低下] type = VarAdd trigger1 = MoveContact = 1 var(56) = ifelse(MoveHit,-20,-4) [State 310, ヒット時] type = ChangeState trigger1 = MoveHit > 0 trigger1 = Vel X <= 1 value = 311 IgnoreHitPause = 1 [State 310, 立ちへ] type = ChangeState trigger1 = Vel X <= 1 value = 12 ctrl = 1 ;--------------------------------------------------------------------------- ; 成功モーション [Statedef 311] type = S movetype= A physics = N anim = 311 poweradd = 60 sprpriority = -1 [State 311, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 0 value = 315 ID = 310 [State 311, ぶもー] type = PlaySnd trigger1 = animelem = 3 value = 3100,Random%2 channel = 0 [State 311, 素振り音] type = PlaySnd trigger1 = AnimElem = 1,6 value = 0,10 [State 311, 物理的なキャラの幅] type = Width trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) <= 0 value = 40,40 [State 311, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) < 0 pos = 50, -110 ID = 310 [State 311, 快感ゲージ低下] type = VarAdd trigger1 = AnimElem = 3 var(56) = -100 [State 311, 掴んだ相手のステート変更] type = TargetState trigger1 = AnimElem = 2 value = 316 ID = 310 [State 311, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; 相手側の投げられモーション [Statedef 315] type = A movetype= H physics = N velset = 0,0 juggle = 10 sprpriority = 1 [State 315, 制御した相手のアニメ変更] type = ChangeAnim2 Trigger1 = Time = 0 value = 315 [State 315, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0 [State 315, バグ回避用] type = SelfState trigger1 = !gethitvar(isbound) value = 5050 ;--------------------------------------------------------------------------- ; 相手側の投げられモーション 吹き飛び [Statedef 316] type = A movetype= H physics = N velset = -1,-12 poweradd = 40 [State 316, 声] type = PlaySnd trigger1 = Time = 2 value = 5000,20 [State 316, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0 [State 316, 落下状態] type = HitFallSet trigger1 = Vel Y > 0 trigger1 = Pos Y > -130 value = 1 [State 回転処理] type = angledraw trigger1 = time >= 0 [State 回転処理] type = angleset trigger1 = time = 0 value = 0 [State 回転処理] type = angleadd trigger1 = time = [1,50] value = -18 [State 316, 速度加算] ;重力 type = VelAdd Trigger1 = 1 y = .55 [State 316, ダメージ] type = LifeAdd trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = -70 kill = IfElse(fvar(39),0,1) Persistent = 0 [State 316, 画面ゆれ] type = EnvShake trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 time = 8 ampl = -5 [State 316, 激突へ] type = ChangeState trigger1 = (Vel y > 0) && (Pos y >= 10) value = 1223 [State 316, バグ回避用] type = SelfState trigger1 = Time > 130 value = 5050 ;--------------------------------------------------------------------------- ;避け [Statedef 900] type = S movetype = I physics = S ctrl = 0 velset = 0,0 anim = 900 sprpriority = -1 [State 900, 声] type = PlaySnd trigger1 = Time = 0 value = 4218,90 channel = 0 volume = -64 [State 900, 幅] type = Width trigger1 = AnimElemTime(3) < 0 trigger2 = AnimElemTime(6) >= 0 player = -20,20 [State 900, 幅] type = Width trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(6) < 0 player = -7,12 [State 900, 素振り音] type = PlaySnd trigger1 = AnimElem = 3 value = 0, 10 [State 900, 投げ以外無敵] type = HitBy trigger1 = 1 value = SCA,AT [State 900, 押せない] type = PlayerPush trigger1 = 1 value = 0 [State 900,立ちへ] type = ChangeState trigger1 = AnimTime=0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; ガードキャンセル [Statedef 910] type = S movetype= A physics = S velset = 0,0 anim = 910 ctrl = 0 sprpriority = 2 poweradd = -500 [State 910, 無敵] type = NotHitBy trigger1 = AnimElem = 4,<0 value = SCA [State 910, キンッ] type = PlaySnd trigger1 = time = 0 value = 6,0 volume = -32 [State 910, フラッシュ] type = EnvColor trigger1 = time = 0 value = 255, 255, 255 time = 5 supermove = 5 [State 910, ストップ] type = Pause trigger1 = time = 0 time = 7 movetime = 7 [State 910, ヒット定義] type = HitDef trigger1 = AnimElem = 4 attr = S, SA animtype = Medium damage = 10 hitflag = MAF guardflag = MA pausetime = 16,16+var(18) sparkno = 1 sparkxy = -15,-75 hitsound = 5,3 guardsound = 6,0 ground.type = Low ground.slidetime = 9 ground.hittime = 9 ground.velocity = -2.0,0 air.velocity = -5.8,3 fall.yvelocity = -4.5 air.fall = 1 fall.recover = 0 kill = 0 getpower = 0 yaccel = 0.35 ID = 910 [State 910, 相手をよろけへ] type = TargetState trigger1 = MoveHit = 1 trigger1 = P2StateType = S || P2StateType = C value = 915 ID = 910 [State 910, 立ちへ] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------- ;崩れダウン(地上) [Statedef 915] type = L movetype = H physics = S velset = 0,0 ctrl = 0 [State 915, やられ声] type = PlaySnd trigger1 = Time = 3 value = 5000,20 [State 915, ほこり] type = makedust trigger1 = vel x != 0 pos = 0,0 spacing = 1 Persistent = 5 [State 915, 接地] type = PosSet trigger1 = 1 y = 0 [State 915, Velocity] type = HitVelSet trigger1 = Time = 0 x = 1 y = 0 [State 915, 専用崩れアニメ] type = ChangeAnim triggerall = SelfAnimExist(5950) trigger1 = Time = 0 value = 5950 [State 915, 崩れアニメ] type = ChangeAnim2 triggerall = !SelfAnimExist(5950) trigger1 = Time = 0 value = 915 [State 915, ダウンアニメ] type = ChangeAnim triggerall = Anim = 5950 trigger1 = AnimTime = 0 value = ifelse(SelfAnimExist(5112) = 1, 5112, 5110) [State 915, ダウンへ] type = ChangeState trigger1 = Time = 45 value = 916 ;----------------------------------------- ;崩れダウン(地面) [Statedef 916] type = L movetype = H physics = N velset = 0,0 ctrl = 0 [State 916, ダウンアニメ] type = ChangeAnim triggerall = Anim = 915 trigger1 = time = 0 value = 5110 [State 916, ダウンアニメ] type = ChangeAnim triggerall = Anim = 5950 trigger1 = time = 0 value = ifelse(SelfAnimExist(5112) = 1, 5112, 5110) [State 916, 相手に戻す] type = SelfState trigger1 = Time = 45 value = ifelse(alive, 5120, 5150) ;--------------------------------------------------------------------------- ; アーマー [Statedef 950] type = U movetype = I physics = S [State 950, アーマー強度] type = VarAdd trigger1 = Time = 0 v = 2 value = GetHitVar(damage) [State 950, アーマー貫通] type = ChangeState triggerall = time = 0 trigger1 = !Alive trigger2 = var(2) > 62 trigger3 = GetHitVar(groundtype) = 3 value = ifelse((PrevStateNo = [5000,5081]),PrevStateNo,ifelse(StateType=L,5080,5050)) [State 950, ダメージ軽減] type = LifeAdd trigger1 = time = 0 value = -GetHitVar(damage) kill = 0 [State 950, ガード音] type = PlaySnd trigger1 = time = 0 value = f6,0 volume = 255 [State 950, ストップ] type = Pause trigger1 = time = 0 time = GetHitVar(hitshaketime) [State 950, 黄フラッシュ] type = PalFX trigger1 = time = 0 add = 150,150,0 sinadd = 100, 100, 0 ,10 time = 12 [State 950, そのまま戻る] type = ChangeState trigger1 = time = 0 value = var(9) ;--------------------------------------------------------------------------- ; 終了 [Statedef 999] type = U [State 999, 快感リセット] type = VarSet trigger1 = Time = 1 v = 57 value = 0 [State 999, エフェクト消去] type = RemoveExplod trigger1 = time = 0 [State 999, 煙] type = Explod trigger1 = PrevStateNo = 1680 trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = time = 0 anim = 1693 ID = 1610 facing = 1 bindtime = 1 removetime = -2 pos = Ceil(Target,P2Dist X),0 scale = .5,.5 sprpriority = 5 IgnoreHitPause = 0 removeongethit = 1 [State 999, ぼわん] type = PlaySnd trigger1 = PrevStateNo = 1680 trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = time = 0 value = 1609,0 volume = 128 [State 999, すぐ戻る] type = ChangeState trigger1 = PrevStateNo = 3202 trigger1 = Time = 1 value = 3290 [State 999, すぐ戻る] type = ChangeState trigger1 = PrevStateNo = 1690 trigger1 = Time = 1 value = 1691 [State 999, すぐ戻る] type = ChangeState trigger1 = PrevStateNo = 1890 trigger1 = Time = 1 value = 1691 [State 999, すぐ戻る] type = ChangeState trigger1 = Time = 1 value = 0 ctrl = 1