;=========================================================================== ; 必殺技 ;=========================================================================== ;---------------------------------------------------------------------------■SNRIミサイル [Statedef 1200] type = S movetype = A physics = S juggle = 5 velset = 0,0 ctrl = 0 anim = 1200 poweradd = 100 + (var(25) * 200) ;■Lv1ボーナス sprpriority = 2 facep2 = 1 [State 1200,声];このっ! type = PlaySnd triggerall = Random < 500 ;確率 trigger1 = Time = 3 channel = 4 lowpriority = -1 value = 1010,0 [State 1200, 速度] type = VelSet trigger1 = Animelemtime(6) = 0 x = -3 y = 0 [State 1200, 埃] type = MakeDust trigger1 = AnimElemTime(6) >= 1 trigger1 = anim = 1200 pos = -20,0 ;pos2 = -5,0 spacing = 3 ;--------------------------------------------------------- [state 1200,];内部数値変動 type = varadd trigger1 = time = 0 triggerall = var(40) = 0 V = 22 Value = 2 ;増やしたい数字 [state 1200,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = Var(23) != 10 trigger1 = time = 1 V = 23 Value = 1 ;レベルアップ [state 1200,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = time = 1 V = 22 Value = -20 ;2桁目を消す。 [state 1200,];ヘルパーに渡す type = varset triggerall = var(40) = 0 trigger1 = time = 1 V = 24 Value = 1 ;ヘルパーに渡すぞー。 ;----------------------------------------------------------- ;[State 1000, 効果表示] ;type = Explod ;trigger1 = time = 1 ;anim = 1010 ;ID = 1010 ;pos = 0,0 ;postype = p1 ;facing = 1 ;sprpriority = 3 ;removeongethit = 1 [State 1200, 音を鳴らす] type = PlaySnd trigger1 = Time = 19 value = 6000,13 volume = -200 [State 1200, 飛び道具];強化なしバージョン type = Projectile triggerall = (Anim = 1200) && (Var(28) = 0) trigger1 = Time = 16 ;-----------------------------------Projectile専用のパラメータ offset = 35,-60 velocity = 12,0 accel = 0.1,0 projID = 1201 projanim = 1201 ;projhitanim = 6008 projremanim = 1011 projscale = 1,1 projshadow = 0,0,0 projhits = 1 projmisstime = 1 projpriority = 3 projremovetime = 120 Projedgebound = 120 Projstagebound = 120 projsprpriority = 3 ;projremove = 0 ;-----------------------------------以下はHitdef同じ項目です。 attr = S, SP damage = 40 + (var(26) * 10),10 + (var(26) * 5) getpower = 0,0 animtype = High pausetime = 0,20 guardflag = MA hitflag = MAFD priority = 3,Hit sparkno = s1011 sparkxy = 20,0 guard.sparkno = s1011 hitsound = 5,3 guardsound = 6,0 ground.type = Hard ground.slidetime = 20 ground.hittime = 5 ground.velocity = -5,0 air.velocity = -4.2,-3 air.juggle = 4 [State 1200, 飛び道具];強化ありバージョン type = Projectile triggerall = (Anim = 1200) && (Var(28) = 1) trigger1 = Time = 16 ;-----------------------------------Projectile専用のパラメータ offset = 35,-60 velocity = 12,0 accel = 0.1,0 projID = 1202 projanim = 1202 ;projhitanim = 6008 projremanim = 1011 projscale = 1,1 projshadow = 0,0,0 projhits = 50 projmisstime = 10 projpriority = 3 projremovetime = 120 Projedgebound = 120 Projstagebound = 120 projsprpriority = 3 projremove = 0 ;-----------------------------------以下はHitdef同じ項目です。 attr = S, SP damage = 50 + (var(26) * 10),12 + (var(26) * 5) getpower = 0,0 animtype = High pausetime = 0,20 guardflag = MA hitflag = MAFD priority = 5,Hit sparkno = s6102 sparkxy = 20,0 guard.sparkno = s6102 hitsound = 5,3 guardsound = 6,0 ground.type = Hard ground.slidetime = 23 ground.hittime = 5 ground.velocity = -5,0 air.velocity = -4.2,-3 air.juggle = 4 [State 1200, 効果表示]; type = Explod trigger1 = anim = 1200 trigger1 = Time = 16 anim = 6110 ID = 6110 pos = 40,-60 postype = p1 scale = 1.3,1.3 facing = 1 sprpriority = 4 removeongethit = 1 [State 1200, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;---------------------------------------------------------------------------■飛び→上から [Statedef 1300] type = S movetype = A physics = S juggle = 5 velset = 0,0 ctrl = 0 anim = 1300 + var(30) poweradd = 200 + (var(25) * 250) ;■Lv1ボーナス sprpriority = 2 facep2 = 1 [State 1300,声];トォウッ! type = PlaySnd triggerall = Random < 700 ;確率 trigger1 = (Time = 30 - (var(30) * 22)) channel = 4 lowpriority = -1 value = 1010,1 + random%2 ;--------------------------------------------------------- [state 1300,];内部数値変動 type = varadd trigger1 = time = 0 triggerall = var(40) = 0 V = 22 Value = 5 ;増やしたい数字 [state 1300,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = Var(23) != 10 trigger1 = time = 1 V = 23 Value = 1 ;レベルアップ [state 1300,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = time = 1 V = 22 Value = -20 ;2桁目を消す。 [state 1300,];ヘルパーに渡す type = varset triggerall = var(40) = 0 trigger1 = time = 1 V = 24 Value = 1 ;ヘルパーに渡すぞー。 ;----------------------------------------------------------- ;[State 1300, 効果表示] ;type = Explod ;trigger1 = time = 1 ;anim = 1010 ;ID = 1010 ;pos = 0,0 ;postype = p1 ;facing = 1 ;sprpriority = 3 ;removeongethit = 1 [State 1300, すり抜け] type = PlayerPush trigger1 = 1 value = 0 [State 1300, 音を鳴らす] type = PlaySnd trigger1 = Time = (19 - (var(30) * 10)) value = 0,1 [State 1300, 特定の攻撃のみ] type = nothitby trigger1 = time >= 0 trigger1 = anim = 1300 + var(30) value = ,NP,SP,HP time = 5 [State 1300, 特定の攻撃のみ] type = nothitby trigger1 = time >= 0 trigger1 = anim = 1310 value = ,NP,SP,HP time = 5 [State 1300,アニメ変更] type = Changeanim trigger1 = time = 50 - (var(30) * 23) value = 1310 elem = 1 [state 1300, 属性変更];--飛び込み属性変更 type = StatetypeSet trigger1 = Animelemtime(1) >= 0 trigger1 = anim = 1310 physics = A statetype = A ;[State 1300, 重力] ;type = gravity ;trigger1 = Animelemtime(1) >= 0 ;trigger1 = anim = 1310 [State 1300,画面を固定させる] type = ScreenBound trigger1 = 1 value = 1 movecamera = 1,0 ;--------------------------------------------------------■座標移動 [State 1300,自分の距離代入];-------------Var設定だよ ミ゜∀ ゜ミ type = varset trigger1 = time = 0 v = 10 value = Floor(Pos X) [State 1300,自分の高さ代入];-------------Var設定だよ ミ ゜∀ ゜ミ type = varset trigger1 = time = 0 v = 11 value = Floor(Pos Y) [State 1300,相手までの距離];-------------Var設定 type = varset trigger1 = time = 0 v = 12 value = Floor(P2Dist x) [State 1300,相手の高さ];-----------------Var設定 type = varset trigger1 = time = 0 v = 13 value = Floor(P2Dist Y) [State 1300,相手の座標へ移動!その1];左向いてるとき type = PosSet Postype = P1 trigger1 = time = 50 - (var(30) * 23) trigger1 = Facing = -1 X = (Var(10) - Var(12)) + 3 Y = Var(13) - 280 [State 1300,相手の座標へ移動!その2];右向いてる時 type = PosSet Postype = P1 trigger1 = time = 50 - (var(30) * 23) trigger1 = Facing = 1 X = (Var(10) + Var(12)) - 3 Y = Var(13) - 280 ;-------------------------------------------------------------- [State 1300, ヒット定義] type = HitDef trigger1 = Time = 0 attr = A, SA damage = 150 + (var(26) * 30),10 + (var(26) * 10) getpower = 50,10 animtype = DiagUp guardflag = MA hitflag = MAFD priority = 3 pausetime = 20 - var(5),20 sparkno = 2 sparkxy = -0,-0 guard.sparkno = 40 hitsound = s1,8 guardsound = 6,0 ground.type = Trip ground.slidetime = 30 ground.hittime = 30 ground.velocity = -8,-4 air.velocity = -8,-4 [State 1300, 当たったよ!] type = ChangeState trigger1 = movehit Value = 1350 [State 1300, 地面まで来た] type = ChangeState trigger1 = Vel Y >= 0 && Pos Y >= -20 trigger1 = anim = 1310 Value = 1350 ;-----------------------------------------------------------■飛び→横から [Statedef 1320] type = S movetype = A physics = S juggle = 5 velset = 0,0 ctrl = 0 anim = 1300 poweradd = 200 + (var(25) * 250) ;■Lv1ボーナス sprpriority = 2 facep2 = 1 [State 1320,声];トォウッ! type = PlaySnd triggerall = Random < 700 ;確率 trigger1 = (Time = 30 - (var(30) * 22)) channel = 4 lowpriority = -1 value = 1010,1 + random%2 ;--------------------------------------------------------- [state 1320,];内部数値変動 type = varadd trigger1 = time = 0 triggerall = var(40) = 0 V = 22 Value = 5 ;増やしたい数字 [state 1320,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = Var(23) != 10 trigger1 = time = 1 V = 23 Value = 1 ;レベルアップ [state 1320,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = time = 1 V = 22 Value = -20 ;2桁目を消す。 [state 1320,];ヘルパーに渡す type = varset triggerall = var(40) = 0 trigger1 = time = 1 V = 24 Value = 1 ;ヘルパーに渡すぞー。 ;----------------------------------------------------------- [State 1320, すり抜け] type = PlayerPush trigger1 = 1 value = 0 [State 1320, 音を鳴らす] type = PlaySnd trigger1 = Time = (19 - (var(30) * 10)) value = 0,1 [State 1320, 特定の攻撃のみ] type = nothitby trigger1 = time >= 0 trigger1 = anim = 1300 value = ,NP,SP,HP time = 5 [State 1320, 特定の攻撃のみ] type = nothitby trigger1 = time >= 0 trigger1 = anim = 1320 value = ,NP,SP,HP time = 5 ;--------------------------------------------------------■座標移動 [State 1320,自分の距離代入];-------------Var設定だよ ミ゜∀ ゜ミ type = varset trigger1 = time = 40 - (var(30) * 23) v = 10 value = Floor(Pos X) [State 1320,自分の高さ代入];-------------Var設定だよ ミ ゜∀ ゜ミ type = varset trigger1 = time = 40 - (var(30) * 23) v = 11 value = Floor(Pos Y) [State 1320,相手までの距離];-------------Var設定 type = varset trigger1 = time = 40 - (var(30) * 23) v = 12 value = Floor(P2Dist x) [State 1320,相手の高さ];-----------------Var設定 type = varset trigger1 = time = 40 - (var(30) * 23) v = 13 value = Floor(P2Dist Y) [State 1320,相手の座標へ移動!その1];左向いてるとき type = PosSet Postype = back trigger1 = time = 50 - (var(30) * 23) trigger1 = Facing = -1 X = (Var(10) - Var(10)) + 150 Y = Var(13) - 80 [State 1320,相手の座標へ移動!その2];右向いてる時 type = PosSet Postype = P1 trigger1 = time = 50 - (var(30) * 23) trigger1 = Facing = 1 X = (Var(10) - Var(10)) - 150 Y = Var(13) - 80 ;-------------------------------------------------------------- [State 1320,アニメ変更] type = Changeanim trigger1 = time = 50 - (var(30) * 23) value = 1320 elem = 1 [State 1320,影を消さないと!] type = AssertSpecial trigger1 = anim = 1320 trigger1 = Animelemtime(2) <= 0 flag = noshadow [state 1320, 属性変更];--飛び込み属性変更 type = StatetypeSet trigger1 = Animelemtime(1) >= 0 trigger1 = anim = 1320 physics = N statetype = A ;[State 1320, 重力] ;type = gravity ;trigger1 = Animelemtime(1) >= 0 ;trigger1 = anim = 1310 [State 1320, 速度];-----開幕飛び込み type = Velset trigger1 = Animelemtime(2) = 0 trigger1 = anim = 1320 x = 20 [State 1320, ヒット定義] type = HitDef trigger1 = Time = 0 attr = A, SA damage = 150 + (var(26) * 30),10 + (var(26) * 10) getpower = 50,10 animtype = DiagUp guardflag = MA priority = 3 pausetime = 20 - var(5),20 sparkno = 2 sparkxy = -0,-0 guard.sparkno = 40 hitsound = s1,8 guardsound = 6,0 ground.type = Trip ground.slidetime = 30 ground.hittime = 30 ground.velocity = -8,-10 air.velocity = -8,-10 ;p1stateno = 1350 [State 1320, 当ててみた!] type = ChangeState trigger1 = movehit Value = 1350 [State 1320, 端まで来た] type = ChangeState trigger1 = FrontEdgeBodyDist < 5 trigger1 = anim = 1320 Value = 1350 ;-----------------------------------------------------------■横っ飛び [Statedef 1330] type = A movetype = A physics = N juggle = 2 velset = -2,-0.5 ctrl = 0 anim = 1321 poweradd = 200 + (var(25) * 250) ;■Lv1ボーナス sprpriority = 2 facep2 = 1 [State 1330,声];トォウッ! type = PlaySnd triggerall = Random < 700 ;確率 trigger1 = Time = 17 value = 1010,1 + random%2 ;--------------------------------------------------------- [state 1330,];内部数値変動 type = varadd trigger1 = time = 0 triggerall = var(40) = 0 V = 22 Value = 5 ;増やしたい数字 [state 1330,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = Var(23) != 10 trigger1 = time = 1 V = 23 Value = 1 ;レベルアップ [state 1330,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = time = 1 V = 22 Value = -20 ;2桁目を消す。 [state 1330,];ヘルパーに渡す type = varset triggerall = var(40) = 0 trigger1 = time = 1 V = 24 Value = 1 ;ヘルパーに渡すぞー。 ;----------------------------------------------------------- [State 1330, すり抜け] type = PlayerPush trigger1 = 1 value = 0 [State 1330, 音を鳴らす] type = PlaySnd trigger1 = Time = (19 - (var(30) * 10)) value = 0,1 [State 1330, 特定の攻撃のみ] type = nothitby trigger1 = time >= 0 trigger1 = anim = 1321 value = ,NP,SP,HP time = 5 [State 1330, 特定の攻撃のみ] type = nothitby trigger1 = time >= 0 trigger1 = anim = 1321 value = ,NP,SP,HP time = 5 [State 1330, 速度];-----開幕飛び込み type = Velset trigger1 = Animelemtime(9) = 0 x = 20 y = 0 [State 1320, ヒット定義] type = HitDef trigger1 = Time = 0 attr = A, SA damage = 150 + (var(26) * 30),10 + (var(26) * 10) getpower = 50,10 animtype = DiagUp guardflag = MA priority = 3 pausetime = 20 - var(5),20 sparkno = 2 sparkxy = 10,-50 guard.sparkno = 40 hitsound = s1,8 guardsound = 6,0 ground.type = Trip ground.slidetime = 30 ground.hittime = 30 ground.velocity = -2,-10 air.velocity = -5,-2 ;p1stateno = 1350 [State 1330, 当ててみた!] type = ChangeState trigger1 = movehit Value = 1350 [State 1330, 端まで来た] type = ChangeState trigger1 = FrontEdgeBodyDist < 5 Value = 1350 ;-------------------------------------立たせるまでグルングルン ミ゜ω ゜ミ [Statedef 1350, ぐるぐる] type = A movetype= I physics = A velset = -7 + (var(30)*4),-4 ctrl = 0 anim = 1350 sprpriority = 2 [State 1350, 重力] type = gravity trigger1 = time >= 0 [State 1350, 特定の攻撃のみ] type = nothitby trigger1 = time >= 0 trigger1 = anim = 1350 value = ,NP,SP,HP time = 5 [State 1350,2];stateに戻る type = Changestate trigger1 = Vel Y > 0 && Pos Y >= 9 value = 0 ctrl = 1 ;-----------------------------------------------------------■爆弾投げ [Statedef 1400] type = S movetype = A physics = S juggle = 5 velset = 0,0 ctrl = 0 anim = 1400 poweradd = 200 + (var(25) * 200) ;■Lv1ボーナス sprpriority = 2 facep2 = 1 [State 1400,声] type = PlaySnd triggerall = Random < 500 ;確率 trigger1 = Time = 16 channel = 4 lowpriority = -1 value = 1000, 4 ;--------------------------------------------------------- [state 1400,];内部数値変動 type = varadd trigger1 = time = 0 triggerall = var(40) = 0 V = 22 Value = 2 ;増やしたい数字 [state 1400,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = Var(23) != 10 trigger1 = time = 1 V = 23 Value = 1 ;レベルアップ [state 1400,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = time = 1 V = 22 Value = -20 ;2桁目を消す。 [state 1400,];ヘルパーに渡す type = varset triggerall = var(40) = 0 trigger1 = time = 1 V = 24 Value = 1 ;ヘルパーに渡すぞー。 ;----------------------------------------------------------- ;[State 1000, 効果表示] ;type = Explod ;trigger1 = time = 1 ;anim = 1010 ;ID = 1010 ;pos = 0,0 ;postype = p1 ;facing = 1 ;sprpriority = 3 ;removeongethit = 1 ;*********************************** [State 1400,];-------------------------■ヘルパー呼び出し type = Helper trigger1 = Animelemtime(5) = 0 trigger1 = (NumHelper(1410) = 0) helpertype = normal name = "bakudan" ID = 1410 postype = P1 pos = 50,-105 facing = 1 stateno = 1450 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 IgnoreHitPause = 1 Persistent = 0 ;*********************************** [State 1400, 音を鳴らす] type = PlaySnd trigger1 = Time = 19 value = 0,1 [State 1400, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------■爆弾投げ強 [Statedef 1401] type = S movetype = A physics = S juggle = 5 velset = 0,0 ctrl = 0 anim = 1400 poweradd = 200 + (var(25) * 200) ;■Lv1ボーナス sprpriority = 2 facep2 = 1 [State 1400,声] type = PlaySnd triggerall = Random < 500 ;確率 trigger1 = Time = 16 channel = 4 lowpriority = -1 value = 1000, 4 ;--------------------------------------------------------- [state 1401,];内部数値変動 type = varadd trigger1 = time = 0 triggerall = var(40) = 0 V = 22 Value = 1 ;増やしたい数字 [state 1401,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = Var(23) != 10 trigger1 = time = 1 V = 23 Value = 1 ;レベルアップ [state 1401,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = time = 1 V = 22 Value = -20 ;2桁目を消す。 [state 1401,];ヘルパーに渡す type = varset triggerall = var(40) = 0 trigger1 = time = 1 V = 24 Value = 1 ;ヘルパーに渡すぞー。 ;----------------------------------------------------------- ;*********************************** [State 1401,];-------------------------■ヘルパー呼び出し type = Helper trigger1 = Animelemtime(5) = 0 trigger1 = (NumHelper(1411) = 0) helpertype = normal name = "bakudan2" ID = 1411 postype = P1 pos = 50,-105 facing = 1 stateno = 1451 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 IgnoreHitPause = 1 Persistent = 0 ;*********************************** [State 1401, 音を鳴らす] type = PlaySnd trigger1 = Time = 19 value = 0,1 [State 1401, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------■爆弾用ステート [Statedef 1450] type = A movetype = A physics = N ctrl = 0 anim = 1410 velset = 3,-11 sprpriority = -1 [State 1450, すり抜け] type = PlayerPush trigger1 = 1 value = 0 [State 1450, 速度変更] type = Veladd trigger1 = time >= 0 y = 1 [State 1320, 効果表示];強化なし軌道表示 type = Explod trigger1 = time <= 16 trigger1 = root,var(28) = 0 anim = 1411 ID = 1411 pos = 0,-3 postype = p1 ownpal = 1 facing = 1 sprpriority = 3 removeongethit = 1 [State 1320, 効果表示];強化あり軌道表示 type = Explod trigger1 = time <= 16 trigger1 = root,var(28) = 1 anim = 1412 ID = 1412 pos = 0,-3 postype = p1 ownpal = 1 facing = 1 sprpriority = 3 removeongethit = 1 [State 1450, 音を鳴らす] type = PlaySnd trigger1 = Time = 16 value = 3912,0 [State 1450, 飛び道具];強化なしバージョン type = Projectile trigger1 = Time = 16 trigger1 = root,var(28) = 0 ;-----------------------------------Projectile専用のパラメータ offset = 0,0 velocity = 0,0 accel = 0,0 projID = 1420 projanim = 1420 ;projhitanim = 6008 projremanim = 1430 projscale = 1,1 projshadow = 0,0,0 projhits = 50 projmisstime = 20 projpriority = 4 projremovetime = 80 Projedgebound = 80 Projstagebound = 80 projsprpriority = 4 projremove = 0 ;-----------------------------------以下はHitdef同じ項目です。 attr = S, SP damage = 15,5 getpower = 0,0 animtype = High pausetime = 0,10 guardflag = MA hitflag = MAFD priority = 3,Hit sparkno = s1011 sparkxy = 20,0 guard.sparkno = s1011 hitsound = s1,2 guardsound = 6,0 ground.type = Hard ground.slidetime = 3 ground.hittime = 3 ground.velocity = -5,0 air.velocity = -0.5,-2 air.juggle = 4 [State 1450, 飛び道具];強化ありバージョン type = Projectile trigger1 = Time = 16 trigger1 = root,var(28) = 1 ;-----------------------------------Projectile専用のパラメータ offset = 0,0 velocity = 0,0.5 accel = 0,0 projID = 1421 projanim = 1421 ;projhitanim = 6008 projremanim = 6103 projscale = 1,1 projshadow = 0,0,0 projhits = 50 projmisstime = 18 projpriority = 4 projremovetime = 80 Projedgebound = 80 Projstagebound = 80 projsprpriority = 4 projremove = 0 ;-----------------------------------以下はHitdef同じ項目です。 attr = S, SP damage = 15,5 getpower = 0,0 animtype = High pausetime = 0,10 guardflag = MA hitflag = MAFD priority = 3,Hit sparkno = s1011 sparkxy = 20,0 guard.sparkno = s1011 hitsound = s1,2 guardsound = 6,0 ground.type = Hard ground.slidetime = 3 ground.hittime = 3 ground.velocity = -5,0 air.velocity = -0.5,-2 air.juggle = 4 [State 1450,影を消さないと!] type = AssertSpecial trigger1 = Time = [17,121] flag = noshadow [State 1450,ヘルパー消去] type = Destroyself trigger1 = time = 120 ;-------------------------------------------------------■爆弾大用ステート [Statedef 1451] type = A movetype = A physics = N ctrl = 0 anim = 1410 velset = 8,-12 sprpriority = -1 [State 1451, すり抜け] type = PlayerPush trigger1 = 1 value = 0 [State 1451, 速度変更] type = Veladd trigger1 = time >= 0 y = 1 [State 1451, 効果表示];強化なし軌道表示 type = Explod trigger1 = time <= 16 trigger1 = root,var(28) = 0 anim = 1411 ID = 1411 pos = 0,-3 postype = p1 ownpal = 1 facing = 1 sprpriority = 3 removeongethit = 1 [State 1451, 効果表示];強化あり軌道表示 type = Explod trigger1 = time <= 16 trigger1 = root,var(28) = 1 anim = 1412 ID = 1412 pos = 0,-3 postype = p1 ownpal = 1 facing = 1 sprpriority = 3 removeongethit = 1 [State 1451, 音を鳴らす] type = PlaySnd trigger1 = Time = 16 value = 3912,0 [State 1451, 飛び道具];強化なしバージョン type = Projectile trigger1 = Time = 16 trigger1 = root,var(28) = 0 ;-----------------------------------Projectile専用のパラメータ offset = 0,0 velocity = 0,0 accel = 0,0 projID = 1420 projanim = 1420 ;projhitanim = 6008 projremanim = 1430 projscale = 1,1 projshadow = 0,0,0 projhits = 50 projmisstime = 18 projpriority = 4 projremovetime = 80 Projedgebound = 80 Projstagebound = 80 projsprpriority = 4 projremove = 0 ;-----------------------------------以下はHitdef同じ項目です。 attr = S, SP damage = 15,5 getpower = 0,0 animtype = High pausetime = 0,10 guardflag = MA hitflag = MAFD priority = 3,Hit sparkno = s1011 sparkxy = 20,0 guard.sparkno = s1011 hitsound = s1,2 guardsound = 6,0 ground.type = Hard ground.slidetime = 3 ground.hittime = 3 ground.velocity = -5,0 air.velocity = -0.5,-2 air.juggle = 4 [State 1451, 飛び道具];強化ありバージョン type = Projectile trigger1 = Time = 16 trigger1 = root,var(28) = 1 ;-----------------------------------Projectile専用のパラメータ offset = 0,0 velocity = 0,0.5 accel = 0,0 projID = 1421 projanim = 1421 ;projhitanim = 6008 projremanim = 6103 projscale = 1,1 projshadow = 0,0,0 projhits = 50 projmisstime = 20 projpriority = 4 projremovetime = 80 Projedgebound = 80 Projstagebound = 80 projsprpriority = 4 projremove = 0 ;-----------------------------------以下はHitdef同じ項目です。 attr = S, SP damage = 15,5 getpower = 0,0 animtype = High pausetime = 0,10 guardflag = MA hitflag = MAFD priority = 3,Hit sparkno = s1011 sparkxy = 20,0 guard.sparkno = s1011 hitsound = s1,2 guardsound = 6,0 ground.type = Hard ground.slidetime = 3 ground.hittime = 3 ground.velocity = -5,0 air.velocity = -0.5,-2 air.juggle = 4 [State 1451,影を消さないと!] type = AssertSpecial trigger1 = Time = [17,121] flag = noshadow [State 1451,ヘルパー消去] type = Destroyself trigger1 = time = 120 ;-------------------------------------------------------------■上昇対空飛び ↓ [Statedef 1500] type = S movetype= A physics = S juggle = 8 poweradd= 250 + (var(25) * 200) ;■Lv1ボーナス  velset = 8,0 anim = 1500 + var(30) ctrl = 0 sprpriority = 2 [State 1400,声] type = PlaySnd triggerall = Random < (400 + (var(30) * 500));確率 trigger1 = Time = 3 channel = 4 lowpriority = -1 value = 1000, 6 + var(30) ;--------------------------------------------------------- [state 1500,];内部数値変動 type = varadd trigger1 = time = 0 triggerall = var(40) = 0 V = 22 Value = 3 + var(30);増やしたい数字 [state 1500,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = Var(23) != 10 trigger1 = time = 1 V = 23 Value = 1 ;レベルアップ [state 1500,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = time = 1 V = 22 Value = -20 ;2桁目を消す。 [state 1500,];ヘルパーに渡す type = varset triggerall = var(40) = 0 trigger1 = time = 1 V = 24 Value = 1 ;ヘルパーに渡すぞー。 ;----------------------------------------------------------- [State 1500,画面を固定させる] type = ScreenBound triggerall = time > 0 trigger1 = 1 value = 1 movecamera = 600,0 [State 1500, 無敵] type = NotHitBy triggerall = anim = 1501 trigger1 = Animelemtime(4) <= 1 value = SCA [State 1500, 無敵] type = NotHitBy triggerall = anim = 1500 trigger1 = Animelemtime(3) <= 2 value = SCA [State 15000, 音] type = PlaySnd trigger1 = Time = 7 value = 0, 2 volume = -200 [State 1500, 速度] type = VelSet trigger1 = Animelemtime(3) = 0 x = 3 y = -10 - (var(30) * 2) [state 1500, 属性変更] type = StatetypeSet trigger1 = Animelemtime(3) >= 0 physics = A statetype = A [State 1500, 重力] type = gravity trigger1 = Animelemtime(5) >= 0 [State 1500, ヒット定義] type = HitDef triggerall = var(30) = 0 trigger1 = Time = 0 trigger2 = Animelemtime(3) = 1 ;trigger3 = Animelemtime(4) = 1 attr = A, SA damage = 30 + (var(26) * 40),5 + (var(26) * 10) animtype = up getpower = 50,10 guardflag = MA priority = 3,Hit pausetime = 1 - var(5),2 sparkno = 2 sparkxy = -15,-58 guard.sparkno = 40 hitsound = s1,5 guardsound = 6,0 ground.type = High ground.slidetime = 7 ground.hittime = 10 ground.velocity = -5,-8 air.velocity = -5,-6 fall=1 fall.recover = 0 numhits = 1 ;p2stateno = 1510 [State 1500, ヒット定義] type = HitDef triggerall = var(30) = 1 trigger1 = Time = 0 trigger2 = Animelemtime(3) = 1 trigger3 = Animelemtime(4) = 1 attr = A, SA damage = 40 + (var(26) * 10),5 + (var(26) * 10) animtype = diagup getpower = 80,10 guardflag = MA priority = 5,Hit pausetime = 10 - var(5),10 sparkno = 2 sparkxy = -15,-58 guard.sparkno = 40 hitsound = s1,5 guardsound = 6,0 ground.type = High ground.slidetime = 7 ground.hittime = 10 ground.velocity = -5,-8 air.velocity = -3,-7 fall=1 fall.recover = 0 numhits = 1 ;p2stateno = 1510 ;[state 1500, test] ;type = targetstate ;triggerall = var(30) = 0 ;trigger1 = movehit = 1 ;trigger1 = !ishelper ;value = 1510 [State 1500, 技終了] type = CtrlSet trigger1 = (Vel Y > 0) && (Pos Y >= 10) value = 1 ;-------------------------■上昇対空飛び:相手側 ;投げ成功(相手) [Statedef 1510] type = A movetype = H physics = N ctrl = 0 velset = -4,-8 [State 1510,画面を固定させる] type = ScreenBound triggerall = time > 0 trigger1 = 1 value = 1 movecamera = 600,0 [State 1510, 相手のアニメ変更] type = ChangeAnim2 trigger1 = Time = 0 value = 1510 [State 1510, 回転] type = AngleDraw trigger1 = AnimElemTime(1) >= 5 ignorehitpause = 1 [State 1510, 初期角度] type = AngleSet trigger1 = AnimElemTime(1) = 5 value = 60 ignorehitpause = 1 [State 1510, 回転角度] type = AngleAdd trigger1 = AnimElemTime(1) >= 5 value = 25 ignorehitpause = 1 [State 812, 速度加算] type = VelAdd Trigger1 = AnimElemTime(1) > 10 y = 0.5 [State 1510, 相手ステートに戻す] type = SelfState trigger1 = AnimTime = 0 trigger2 = (Vel Y > 0) && (Pos Y >= 10) value = 5050 ;-----------------------------------------------------------------------■キャンセル対空 ↓ [Statedef 1800] type = S movetype= A physics = S juggle = 4 poweradd= -1000 + var(31) velset = 8,0 anim = 1800 ctrl = 0 sprpriority = 2 [State 1800,声] type = PlaySnd ;triggerall = Random < (400 + (var(30) * 500));確率 trigger1 = Time = 0 channel = 4 lowpriority = -1 value = 1020, 0 ;--------------------------------------------------------- [state 1800,];内部数値変動 type = varadd trigger1 = time = 0 triggerall = var(40) = 0 V = 22 Value = 7 ;増やしたい数字 [state 1800,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = Var(23) != 10 trigger1 = time = 1 V = 23 Value = 1 ;レベルアップ [state 1800,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = time = 1 V = 22 Value = -20 ;2桁目を消す。 [state 1800,];ヘルパーに渡す type = varset triggerall = var(40) = 0 trigger1 = time = 1 V = 24 Value = 1 ;ヘルパーに渡すぞー。 ;----------------------------------------------------------- [State 1800,画面を固定させる] type = ScreenBound triggerall = time > 0 trigger1 = 1 value = 1 movecamera = 600,0 [State 1800, 音] type = PlaySnd trigger1 = Time = 7 value = 0, 2 volume = -200 [State 1800, 速度] type = VelSet trigger1 = Animelemtime(4) = 0 x = 1 y = -12 [state 1800, 属性変更] type = StatetypeSet trigger1 = Animelemtime(4) >= 0 physics = A statetype = A [State 1800, 重力] type = gravity trigger1 = Animelemtime(4) >= 0 [State 1800, ヒット定義] type = HitDef trigger1 = Time = 0 attr = A, SA damage = 60 + (var(26) * 40),5 + (var(26) * 10) animtype = diagup getpower = 50,10 guardflag = MA priority = 3,Hit pausetime = 10 - var(5),10 sparkno = 2 sparkxy = -15,-58 guard.sparkno = 40 hitsound = s1,5 guardsound = 6,0 ground.type = High ground.slidetime = 7 ground.hittime = 10 ground.velocity = -2,-10 air.velocity = -2.5,-10 fall=1 fall.recover = 0 numhits = 1 [State 1800, 技終了] type = CtrlSet trigger1 = (Vel Y > 0) && (Pos Y >= 10) value = 1 ;------------------------------------------------------------■設置させるぜ! [Statedef 1900] type = S movetype = A physics = S juggle = 5 velset = 0,0 ctrl = 0 anim = 1600 poweradd = 200 + (var(25) * 200) ;■Lv1ボーナス sprpriority = 2 facep2 = 1 [State 1900,声] type = PlaySnd trigger1 = Time = 10 value = 0, 2 ;--------------------------------------------------------- [state 1900,];内部数値変動 type = varadd trigger1 = time = 0 triggerall = var(40) = 0 V = 22 Value = 1 ;増やしたい数字 [state 1900,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = Var(23) != 10 trigger1 = time = 1 V = 23 Value = 1 ;レベルアップ [state 1900,];レベルの判定 type = varadd triggerall = var(40) = 0 triggerall = Var(22) >= 20 trigger1 = time = 1 V = 22 Value = -20 ;2桁目を消す。 [state 1900,];ヘルパーに渡す type = varset triggerall = var(40) = 0 trigger1 = time = 1 V = 24 Value = 1 ;ヘルパーに渡すぞー。 ;----------------------------------------------------------- ;*********************************** [State 1900,];-------------------------■ヘルパー呼び出し type = Helper trigger1 = Animelemtime(2) = 0 trigger1 = (NumHelper(1900) = 0) helpertype = normal name = "setti" ID = 1900 postype = P1 pos = 30,-100 facing = 1 stateno = 1910 keyctrl = 0 ownpal = 1 supermovetime = 0 pausemovetime = 0 IgnoreHitPause = 1 Persistent = 0 ;*********************************** [State 1900, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------------------------■設置爆弾ステート [Statedef 1910] type = A movetype = A physics = N ctrl = 0 anim = 1610 velset = 1,-5 sprpriority = 3 [State 1910, すり抜け] type = PlayerPush trigger1 = 1 value = 0 [State 1910,影を消さないと!] type = AssertSpecial trigger1 = Time > 0 flag = noshadow [State 1910, 速度] type = Veladd trigger1 = time > 0 x = 0 y = 0.5 [State 1910, 設置された?] type = changestate trigger1 = (Pos Y >= -10) && (Vel Y > 0) value = 1920 ;-------------------------------------------------------■設置されたステート [Statedef 1920] type = S movetype = I physics = N ctrl = 0 anim = 1620 velset = 0,0 sprpriority = 3 [State 1920, 着地] type = posset trigger1 = time = 0 pos Y = 0 [State 1920,影を消さないと!] type = AssertSpecial trigger1 = Time > 0 flag = noshadow [state 1920, 属性変更] type = StatetypeSet trigger1 = Animelemtime(8) >= 0 movetype = A [State 1920, 破裂エフェクトを出す] type = Explod trigger1 = Animelemtime(9) = 0 anim = 6103 ID = 6103 pos = 0,0 postype = p1 scale = 1,1 facing = 1 sprpriority = 5 removeongethit = 1 [State 1920,音を出すぜー!] type = PlaySnd trigger1 = time = 0 value = 6000,5 volume = 0 [State 1920,音を出すぜー!] type = PlaySnd trigger1 = time = 235 value = 6000,8 volume = 0 [State 1920] type = envshake trigger1 = Animelemtime(9) = 0 time = 10 freq = 10 ampl = 2 phase = 1 [State 198, ヒット定義] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 100,10 givepower = 0,0 animtype = diagup guardflag = M hitflag = MAFD priority = 3 pausetime = 0,10 sparkno = s6101 sparkxy = 0,0 hitsound = s3900,0 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 60 ground.velocity = -1,-8 air.velocity = -1,-8 fall=1 fall.recover = 0 [State 1920,ヘルパー消去] type = Destroyself trigger1 = AnimTime = 0