;--------------------------------------------------------------------------- ;バスター [Statedef 1300] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 1308 sprpriority = 2 ;投げる時の声 [State 1300, 1] type = PlaySnd trigger1 = Time = 0 value = s195,0 [State 1300, 2] type = Hitdef triggerall = enemynear,StateNo != [150,151] trigger1 = Time = 0 attr = S, ST guardflag = hitflag = M sparkno = -1 pausetime = 0,0 p2facing = 1 fall.recover = 0 fall = 1 [State 1300, 3] type = TargetState trigger1 = movehit = 1 trigger1 = numtarget value = 1349 [State 1300, 4] type = ChangeState trigger1 = movehit = 1 trigger1 = numtarget value = 1310 [State 1300, 5] type = ChangeState Trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;投げ成功時 ;P1側 [Statedef 1310] type = A movetype = A physics = N anim = 1309 velset = 0,0 poweradd = 120 [State 1310, 0] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP ;掴み音 [State 1310, 2] type = PlaySnd trigger1 = Time = 8 value = s1,1 [State 1310, 4] type = ScreenBound trigger1 = 1 value = 0 [State 1310, 6] type = TargetBind trigger1 = Time < 26 pos = 60, 0 [State 1010, 3] type = TargetBind trigger1 = Time >= 26 && Time < 50 pos = 45,-120 ;ジャンプ [State 1310, 5] type = VelSet trigger1 = Time = 26 x = -0.3 Y = -14 ;減速 [State 1310, 6] type = VelAdd trigger1 = Time > 36 Y = 0.4 [State 1310] type = Sprpriority trigger1 = time = 56 value = -3 掴みエフェクト [State 1310, 7] type = Explod trigger1 = time = 56 anim = 1311 id = 1311 sprpriority = -1 bindtime = -1 postype = p1 [State 1010, 3] type = TargetBind trigger1 = Time >= 56 pos = 0,-88 [State 1300,1] type = TargetState trigger1 = time = 56 value = 1350 [State 1310, 8] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 1312 [State 1310, 8] type = PosSet trigger1 = Pos Y >= 0 y = 0 ;--------------------------------------------------------------------------- ;地面 [Statedef 1312] type = S movetype = A physics = S anim = 1310 velset = 0,0 [State 1312, 1] type = RemoveExplod trigger1 = time = 0 ID = 1311 ;掴みエフェクト [State 1312, 2] type = Explod trigger1 = time = 0 anim = 1315 id = 1315 sprpriority = -1 bindtime = -1 postype = p1 [State 1312,3] type = TargetState trigger1 = time = 0 value = 1351 [State 1310, 8] type = PosSet trigger1 = time = 0 y = 1 [State 1312, 4];画面を揺らす type = EnvShake trigger1 = Time = 0 time = 15 [State 1312, 5] type = GameMakeAnim trigger1 = time = 0 value = 130 pos = 0,0 [State 1312, 6_1] type = TargetBind trigger1 = AnimElem = 1, >= 0 pos = 0, -70 [State 1312, 6_2] type = TargetBind trigger1 = AnimElem = 2, >= 0 pos = 0, -57 [State 1312, 6_3] type = TargetBind trigger1 = AnimElem = 3, >= 0 pos = 0, -65 [State 1312, 7] type = PlaySnd trigger1 = Time = 0 value = F7,2 ;[State 1312, 8_1] ;type = TargetLifeAdd ;trigger1 = Time = 0 ;value = -80 ;[State 1312, 8_2] ;type = TargetLifeAdd ;triggerall = Time = 0 ;trigger1 = enemy,anim = 15905 ;trigger2 = enemy,anim = 15906 ;value = -20 [State 1312, 9] type = Turn trigger1 = Time = 40 [State 1312, 10] type = RemoveExplod triggerall = time = 40 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15905 trigger2 = enemy,anim != 15906 ID = 1315 [State 1312, 11_1] type = TargetState triggerall = Time = 40 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15905 trigger2 = enemy,anim != 15906 value = 1355 persistent = 0 [State 1312, 11_2] type = ChangeState triggerall = Time = 40 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15905 trigger2 = enemy,anim != 15906 ;trigger2 = Time = 10 value = 0 ctrl = 1 [State 1312, 11_3] type = TargetState triggerall = RoundState = 3 triggerall = Time = 40 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = 5150 persistent = 0 [State 1312, 11_4] type = ChangeState triggerall = RoundState = 3 triggerall = Time = 120 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = 180 ctrl = 1 ;cust8454------------------------------------------------- ;バスター分岐部分 [State 1312,12_0];CPU用ランダム type = ChangeState triggerall = enemy,Alive = 1 triggerall = time > 6 && time < 40 trigger1 = Var(51) != 1 trigger1 = command = "421a" trigger2 = Var(51) = 1 value = ifelse( (Random % 7) = 0 , 1315,ifelse( (Random % 6) = 0 , 1380,ifelse( (Random % 5) = 0 , 7000,ifelse( (Random % 4) = 0 , 1335,ifelse( (Random % 3) = 0 , 7200,ifelse( (Random % 2) = 0 , 7200,1319)))))) ;デフォルトでドリルに移行するように設定してあります ;必要に応じて各自設定変更をお願い致します。 ;ドリル 1315 ;スパンキング 1319 ;スパン(両手 1360 ;棍棒 7000 ;注入 7200 ;射精棒 1335 ;スパーク 1380 [State 1312, 12_6];派生注入 type = ChangeState triggerall = enemy,Alive = 1 triggerall = time > 6 && time < 40 trigger1 = Var(51) != 1 trigger1 = command = "chargec" trigger1 = command = "holdup" trigger2 = Var(51) = 1 value = 7300 [State 1312, 12_1];派生棍棒 type = ChangeState triggerall = enemy,Alive = 1 triggerall = time > 6 && time < 40 trigger1 = Var(51) != 1 trigger1 = command = "start" trigger2 = Var(51) = 1 value = 7000 [State 1312, 12_2];派生ドリル type = ChangeState triggerall = enemy,Alive = 1 triggerall = time > 6 && time < 40 trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 value = 1315 [State 1312, 12_3];派生ドリル(射精棒) type = ChangeState triggerall = enemy,Alive = 1 triggerall = time > 6 && time < 40 trigger1 = Var(51) != 1 trigger1 = command = "b" trigger2 = Var(51) = 1 value = 1335 [State 1312, 12_4];派生スパンキング type = ChangeState triggerall = enemy,Alive = 1 triggerall = time > 6 && time < 40 trigger1 = Var(51) != 1 trigger1 = command = "x" trigger2 = Var(51) = 1 value = 1319 [State 1312, 12_5];派生スパンキング(両手) type = ChangeState triggerall = enemy,Alive = 1 triggerall = time > 6 && time < 40 trigger1 = Var(51) != 1 trigger1 = command = "y" trigger2 = Var(51) = 1 value = 1360 ;新技登録の際はここを変更 [State 1312, 12_6];派生注入 type = ChangeState triggerall = enemy,Alive = 1 triggerall = time > 6 && time < 40 trigger1 = Var(51) != 1 trigger1 = command = "c" trigger2 = Var(51) = 1 value = 7200 [State 1312, 12_7];派生スパーク type = ChangeState triggerall = enemy,Alive = 1 triggerall = time > 6 && time < 40 trigger1 = Var(51) != 1 trigger1 = command = "z" trigger2 = Var(51) = 1 value = 1380 ;新技登録の際はここを変更 ;--------------------------------------------------end8454 [State 1312, 13_1] type = RemoveExplod triggerall = Time = 120 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] ID = 1317 [State 1312, 13_2] type = RemoveExplod triggerall = Time = 120 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] ID = 1315 [State 1312, 13_3] type = RemoveExplod triggerall = Time = 120 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] ID = 1313 [State 1312, 13_4] type = RemoveExplod triggerall = Time = 120 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] ID = 1316 [State 1312, 13_5] type = RemoveExplod triggerall = Time = 120 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] ID = 1312 ;==========バスター派生・スパーク========== [Statedef 1380] type = S movetype = A physics = S velset = 0,0 [State 1315,1] type = PlaySnd trigger1 = time = 30 || time = 203 value = 8150, 2 [State 1315] type = TargetState trigger1 = time = 0 value = 1353 [State 1315] type = ChangeAnim trigger1 = time <= 8 value = 1316 elem = 1 [State 1315] type = ChangeAnim trigger1 = time = 9 value = 1316 [State 1315,1] type = PlaySnd trigger1 = time = 72 || time = 120 value = 2210,0 [State 1315, 3] type = TargetLifeAdd trigger1 = time = 82 value = -60 [State 1315, 4] type = RemoveExplod trigger1 = time = 0 ID = 1315 [State 1315, 5] type = Explod trigger1 = time = 0 anim = 1317 id = 1317 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 1315,0] type = Explod trigger1 = Time = 0 id = 7007 ownpal = 0 sprpriority = -2 pos = -2, -4 postype = p1 bindtime = -1 anim = 7007 removetime = -1 [State 1315,0] type = Explod trigger1 = Time = 13 id = 7027 ownpal = 0 sprpriority = -1 pos = -2, -4 postype = p1 bindtime = -1 anim = 7027 removetime = -1 [State 1310, 6] ;●の振動1 type = PosAdd trigger1 = AnimElem = 1, = 1 trigger1 = Time = [70,188] x = 0 y = 1 [State 1310, 6] ;●の振動2 type = PosAdd trigger1 = AnimElem = 2, = 1 trigger1 = Time = [70,188] x = 0 y = -1 [State 1310, 6] ;ターゲットの固定 type = TargetBind trigger1 = 1 pos = 0, -75 ;cust8454------------------------------------------------- [State 1312, 5] type = Turn trigger1 = Time = 102 trigger1 = (enemynear,Anim != 15903) && (enemy,Alive != 0) [State 1312, 4] type = RemoveExplod trigger1 = Time = 102 trigger1 = enemynear,SelfAnimExist(15903) = 0 trigger2 = enemy,Alive = 1 trigger2 = Time = 480 trigger3 = enemy,Alive = 1 trigger3 = enemynear,Anim = 15903 trigger3 = enemynear,AnimTime = 0 [State 1312, 4] type = RemoveExplod trigger1 = Time = 102 trigger1 = enemynear,SelfAnimExist(15903) = 0 trigger2 = enemy,Alive = 1 trigger2 = Time = 480 trigger3 = enemynear,Anim = 15903 trigger3 = enemynear,AnimTime = 0 ID = 7007 [State 1312, 4] type = RemoveExplod trigger1 = Time = 102 trigger1 = enemynear,SelfAnimExist(15903) = 0 trigger2 = enemy,Alive = 1 trigger2 = Time = 480 trigger3 = enemynear,Anim = 15903 trigger3 = enemynear,AnimTime = 0 ID = 7027 [State 1312, 6] type = TargetState trigger1 = Time = 102 trigger1 = enemynear,SelfAnimExist(15903) = 0 trigger2 = Time = 480 trigger2 = enemy,Alive trigger3 = enemy,Alive trigger3 = enemynear,Anim = 15903 trigger3 = enemynear,AnimTime = 0 value = 1355 persistent = 0 [State 1312, 7] type = ChangeState trigger1 = Time = 102 trigger1 = enemynear,SelfAnimExist(15903) = 0 trigger2 = enemy,Alive trigger2 = Time = 480 trigger3 = enemy,Alive trigger3 = enemynear,Anim = 15903 trigger3 = enemynear,AnimTime = 0 value = 0 ctrl = 1 [State 1319, 10_2_1] type = TargetState triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15903 trigger1 = Time = 480 trigger2 = enemynear,Anim = 15903 trigger2 = enemynear,AnimTime = 0 value = 5150 persistent = 0 [State 1319, 10_2_2] type = ChangeState triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15903 trigger1 = Time = 480 trigger2 = enemynear,Anim = 15903 trigger2 = enemynear,AnimTime = 0 value = 180 ctrl = 1 ;==================== ;バスター派生・ドリル股間責め [Statedef 1315] type = S movetype = A physics = S velset = 0,0 [State 1315,1] type = PlaySnd trigger1 = time >= 13 trigger1 = AnimElem = 1, = 1 value = 20,19 [State 1315] type = TargetState trigger1 = time = 0 value = 1352 [State 1315] type = ChangeAnim trigger1 = time <= 8 value = 1316 elem = 1 [State 1315] type = ChangeAnim trigger1 = time = 9 value = 1316 [State 1315, 3] type = TargetLifeAdd trigger1 = (Time%10) = 0 value = -2 [State 1315, 3] type = TargetLifeAdd trigger1 = Target,Power <=0 trigger1 = (Time%10) = 0 value = -1 [State 1315, 3] type = TargetLifeAdd triggerall = (Time%10) = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -2 [State 1315, 3] type = TargetLifeAdd triggerall = (Time%10) = 0 triggerall = Target,Power <=0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -1 [State 1315, 3] type =TargetPowerAdd triggerall = (Time%10) = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = Target,Const(data.Power)*-0.01 [State 1315, 4] type = RemoveExplod trigger1 = time = 0 ID = 1315 [State 1315, 5] type = Explod trigger1 = time = 0 anim = 1317 id = 1317 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 1315,0] type = Explod trigger1 = enemy,anim = [15905,15906] trigger1 = Time = 13 trigger2 = enemy,anim = 15901 trigger2 = Time = 13 id = 1316 ownpal = 0 sprpriority = 0 pos = 0, -80 postype = p1 bindtime = -1 anim = 1314 removetime = -1 [State 1315,0] type = Explod trigger1 = Time = 0 id = 1312 ownpal = 0 sprpriority = -2 pos = 0,-80 postype = p1 bindtime = -1 anim = 1312 removetime = -1 [State 1315,0] type = Explod trigger1 = Time = 13 id = 1313 ownpal = 0 sprpriority = -1 pos = 0, -80 postype = p1 bindtime = -1 anim = 1313 removetime = -1 [State 1310, 6] ;●の振動1 type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 1, = 1 trigger1 = Time >= 13 x = 0 y = 1 [State 1310, 6] ;●の振動2 type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 2, = 1 trigger1 = Time >= 13 x = 0 y = -1 [State 1310, 6] ;●の振動3 type = null;PosAdd trigger1 = enemy,Alive = 0 x = 0 y = 0 [State 1310, 6] ;ターゲットの固定 type = TargetBind trigger1 = 1 pos = 0, -65 ;cust8454------------------------------------------------- [State 1312, 4] type = RemoveExplod triggerall = Time = 360 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15901 trigger2 = enemy,anim != [15905,15906] ID = 1317 [State 1312, 4] type = RemoveExplod triggerall = Time = 360 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] ID = 1315 [State 1312, 4] type = RemoveExplod triggerall = Time = 360 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15901 trigger2 = enemy,anim != [15905,15906] ID = 1313 [State 1312, 4] type = RemoveExplod triggerall = Time = 360 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15901 trigger2 = enemy,anim != [15905,15906] ID = 1316 [State 1312, 4] type = RemoveExplod triggerall = Time = 360 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15901 trigger2 = enemy,anim != [15905,15906] ID = 1312 [State 1312, 5] type = Turn trigger1 = Time = 360 [State 1312, 6] type = TargetState triggerall = Time = 360 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15901 trigger2 = enemy,anim != [15905,15906] value = 1355 persistent = 0 [State 1312, 7] type = ChangeState triggerall = Time = 360 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15901 trigger2 = enemy,anim != [15905,15906] ;trigger2 = Time = 10 value = 0 ctrl = 1 [State 1312, 6] type = TargetState triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 trigger3 = enemy,anim = 15901 value = 5150 persistent = 0 [State 1312, 7] type = ChangeState triggerall = Time = 360 triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 trigger3 = enemy,anim = 15901 value = 180 ctrl = 1 ;--------------------------------------------------end8454 ;バスタースパンキング派生 [Statedef 1319] type = S movetype = A physics = S velset = 0,0 [State 1319,1] type = PlaySnd trigger1 = time = 42 || time = 78 || time = 114 value = 20, 20 [State 1319_2] type = TargetState trigger1 = time = 0 value = 1352 [State 1319_3_1] ;手前の触手ロック type = ChangeAnim trigger1 = time <= 8 value = 1316 elem = 1 [State 1319_3_2] ;手前の触手ロック type = ChangeAnim trigger1 = time = 9 value = 1316 [State 1319, 4_1] ;ダメージ type = TargetLifeAdd trigger1 = time = 42 || time = 78 || time = 114 value = -10 [State 1319, 4_1] ;ダメージ type = TargetLifeAdd triggerall = Target,Power <=0 trigger1 = time = 42 || time = 78 || time = 114 value = -10 [State 1319, 4_2] ;ダメージ type = TargetLifeAdd triggerall = time = 42 || time = 78 || time = 114 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -10 [State 1319, 4_2] ;ダメージ type = TargetLifeAdd triggerall = Target,Power <=0 triggerall = time = 42 || time = 78 || time = 114 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -10 [State 1319, 4_3] ;パワーゲージダウン type = TargetPowerAdd triggerall = time = 42 || time = 78 || time = 114 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = Target,Const(data.Power)*-0.08 [State 1319, 5_1] ;手前の触手ロック type = Explod trigger1 = time = 0 anim = 1317 id = 1317 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 1319,5_2] ;手の部分の触手を表示 type = Explod trigger1 = Time = 0 id = 1319 ownpal = 0 sprpriority = -2 pos = 0, -80 postype = p1 bindtime = -1 anim = 1319 removetime = -1 [State 1319,5_3] type = Explod trigger1 = time = 42 || time = 78 || time = 114 id = 1320 ownpal = 0 sprpriority = 1 pos = 0, -80 postype = p1 bindtime = -1 anim = 1320 removetime = 20 [State 1319, 6_1] ;●の振動1 type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 1, = 1 trigger1 = Time >= 42 x = 0 y = 1 [State 1319, 6_2] ;●の振動2 type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 2, = 1 trigger1 = Time >= 42 x = 0 y = -1 [State 1319, 6_3] ;●の振動3 type = null;PosAdd trigger1 = enemy,Alive = 0 x = 0 y = 0 [State 1319, 7] ;ターゲットの固定 type = TargetBind trigger1 = 1 pos = 0, -65 ;cust8454------------------------------------------------- [State 1319, 8_1] type = RemoveExplod triggerall = Time = 135 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15902 trigger2 = enemy,anim != [15905,15906] ID = 1317 [State 1319, 8_2] type = RemoveExplod trigger1 = Time = 135 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15902 trigger2 = enemy,anim != [15905,15906] ID = 1319 [State 1319, 8_3] type = RemoveExplod triggerall = Time = 135 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15902 trigger2 = enemy,anim != [15905,15906] ID = 1315 [State 1319, 8_4] type = RemoveExplod triggerall = Time = 135 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15902 trigger2 = enemy,anim != [15905,15906] ID = 1316 [State 1319, 8_5] type = RemoveExplod triggerall = Time = 135 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15902 trigger2 = enemy,anim != [15905,15906] ID = 1312 [State 1319, 9] type = Turn trigger1 = Time = 135 trigger1 = enemy,Alive = 1 [State 1319, 10_1_1] type = TargetState triggerall = Time = 135 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15902 trigger2 = enemy,anim != [15905,15906] value = 1355 persistent = 0 [State 1319, 10_1_2] type = ChangeState triggerall = Time = 135 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != 15902 trigger2 = enemy,anim != [15905,15906] value = 0 ctrl = 1 [State 1319, 10_2_1] type = TargetState triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 trigger3 = enemy,anim = 15902 value = 5150 persistent = 0 [State 1319, 10_2_2] type = ChangeState triggerall = Time = 135 triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 trigger3 = enemy,anim = 15902 value = 180 ctrl = 1 ;--------------------------------------------------end8454 ;add8454-------------------------------------------------- ;バスター派生・棍棒責め [Statedef 7000] type = S movetype = A physics = S velset = 0,0 [State 7000,1];突き刺し音_段々速くする部分 type = PlaySnd trigger1 = time >= 20 trigger1 = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 ;trigger1 = time >= 20 ;trigger1 = AnimElem = 1, = 1 value = 20,17 [State 7000,1];突き刺し音_速くなってから type = PlaySnd trigger1 = time >= 166 trigger1 = ((time - 165) % 12) = 0 ;trigger1 = time >= 20 ;trigger1 = AnimElem = 1, = 1 value = 20,17 [State 7000,2];ターゲット(相手キャラ)のステートを変更 type = TargetState trigger1 = time = 0 value = 7052 [State 7000,3];●土台に変身 type = ChangeAnim trigger1 = time <= 8 value = 1316 elem = 1 [State 7000,3];●土台に変身 type = ChangeAnim trigger1 = time = 9 value = 1316 ;------------------------------------------------------------------------------------------------------- [State 7000, 4_1];ダメージ type = TargetLifeAdd trigger1 = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger2 = time >= 166 trigger2 = ((time - 165) % 12) = 0 value = -4 [State 7000, 4_1];ダメージ やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 trigger1 = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger2 = time >= 166 trigger2 = ((time - 165) % 12) = 0 value = -2 ;-------------------------------------------- [State 7000, 4_2_1];ダメージ(通常バスターやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -2 [State 7000, 4_2_2];ダメージ(通常バスターやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -2 ;-------------------------------------------- [State 7000, 4_2_1];ダメージ(通常バスターやられ画像の場合の追加ダメージ) やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -1 [State 7000, 4_2_2];ダメージ(通常バスターやられ画像の場合の追加ダメージ) やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -1 ;-------------------------------------------- [State 7000, 4_3_1];ダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15907 value = -4 [State 7000, 4_3_2];ダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15907 value = -4 ;-------------------------------------------- [State 7000, 4_3_1];ダメージ(棍棒攻めやられ画像の場合の追加ダメージ) やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15907 value = -2 [State 7000, 4_3_2];ダメージ(棍棒攻めやられ画像の場合の追加ダメージ) やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15907 value = -2 ;-------------------------------------------- [State 7000, 5_1];パワーゲージダメージ(通常バスターやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = Target,Const(data.Power)*-0.01 [State 7000, 5_1];パワーゲージダメージ(通常バスターやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = Target,Const(data.Power)*-0.01 ;-------------------------------------------- [State 7000, 5_2];パワーゲージダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15907 value = Target,Const(data.Power)*-0.03 [State 7000, 5_2];パワーゲージダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15907 value = Target,Const(data.Power)*-0.03 ;------------------------------------------------------------------------------------------------------- [State 7000, 6];足等の固定用触手(アニメ?)の消去 type = RemoveExplod trigger1 = time = 0 ID = 1315 [State 7000, 7_1_1];棒ランダム判定用画像の表示1 type = Explod trigger1 = time = 0 trigger1 = (Random % 6) = 0 anim = 7000 id = 7000 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 7000, 7_1_2];棒ランダム判定用画像の表示2 type = Explod trigger1 = time = 0 trigger1 = NumExplod(7000) = 0 trigger1 = (Random % 5) = 0 anim = 7001 id = 7001 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 7000, 7_1_3];棒ランダム判定用画像の表示3 type = Explod trigger1 = time = 0 trigger1 = NumExplod(7000) = 0 trigger1 = NumExplod(7001) = 0 trigger1 = (Random % 4) = 0 anim = 7002 id = 7002 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 7000, 7_1_4];棒ランダム判定用画像の表示4 type = Explod trigger1 = time = 0 trigger1 = NumExplod(7000) = 0 trigger1 = NumExplod(7001) = 0 trigger1 = NumExplod(7002) = 0 trigger1 = (Random % 3) = 0 anim = 7003 id = 7003 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 7000, 7_1_5];棒ランダム判定用画像の表示5 type = Explod trigger1 = time = 0 trigger1 = NumExplod(7000) = 0 trigger1 = NumExplod(7001) = 0 trigger1 = NumExplod(7002) = 0 trigger1 = NumExplod(7003) = 0 trigger1 = (Random % 2) = 0 anim = 7004 id = 7004 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 7000, 7_1_6];棒ランダム判定用画像の表示6 type = Explod trigger1 = time = 0 trigger1 = NumExplod(7000) = 0 trigger1 = NumExplod(7001) = 0 trigger1 = NumExplod(7002) = 0 trigger1 = NumExplod(7003) = 0 trigger1 = NumExplod(7004) = 0 anim = 7005 id = 7005 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 7000, 7_2];足等の固定用触手の表示 type = Explod trigger1 = time = 0 anim = 1317 id = 1317 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 7000,7_3];棒汁の表示 type = Explod ;trigger1 = enemy,anim = [15906,15907] trigger1 = Time = 12 id = 7014 ownpal = 0 sprpriority = 0 pos = 0, -80 postype = p1 bindtime = -1 anim = 7014 removetime = -1 [State 7000, 7_4];棒触手部分の表示 type = Explod trigger1 = Time = 0 id = 7012 ownpal = 0 sprpriority = -2 pos = 0, -80 postype = p1 bindtime = -1 anim = ifelse( (NumExplod(7000) >= 1) , 7012, ifelse( (NumExplod(7001) >= 1) , 7022, ifelse( (NumExplod(7002) >= 1) , 7032, ifelse( (NumExplod(7003) >= 1) , 7042, ifelse( (NumExplod(7004) >= 1) , 7052, 7062))))) ;anim = 7012 removetime = -1 [State 7000, 7_5];棒本体の表示 type = Explod trigger1 = Time = 12 id = 7013 ownpal = 0 sprpriority = -1 pos = 0, -80 postype = p1 bindtime = -1 anim = ifelse( (NumExplod(7000) >= 1) , 7013, ifelse( (NumExplod(7001) >= 1) , 7023, ifelse( (NumExplod(7002) >= 1) , 7033, ifelse( (NumExplod(7003) >= 1) , 7043, ifelse( (NumExplod(7004) >= 1) , 7053, 7063))))) ;anim = 7013 removetime = -1 [State 7000, 8_1] ;●の振動1(激しくなってから開始) type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 1, = 1 trigger1 = Time >= 132 x = 0 y = 1 [State 7000, 8_2] ;●の振動2 type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 2, = 1 trigger1 = Time >= 132 x = 0 y = -1 ;水しぶきエフェクト------------------------------------------- [State 2000,変数] type = VarRandom trigger1 = 1 v = 0 range = 0, 6 [State 2000,変数2] type = VarRandom trigger1 = 1 v = 1 range = 0, 2 [State 2000,汗] type = projectile ;triggerall= ifelse((Random<300),0,1) trigger1 = time >= 40 trigger1 = (time%32) = 0 projanim = 10000 projhitanim = -1 projremanim = ifelse((Random<333),10001,ifelse((Random<666),10002,10003)) projremovetime = -1 projid = 10000 velocity = 0, (-1 + var(1)) remvelocity = 0, 0 projsprpriority = 1 accel = 0,0.45 projheightbound = -240,0;(-4 + (2 * var(1))) sprpriority = 1 offset = (-3 + var(0)), -70 ;-------------------------------------------水しぶきエフェクトend [State 7000, 9] ;ターゲットの固定 type = TargetBind trigger1 = 1 pos = 0, -65 [State 7000, 10_1];足等の固定用触手の消去 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 1317 [State 7000, 10_2];足等の固定用触手(アニメ?)の消去 [7000 , 6]で消去してるけど必要なのかな? type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 1315 [State 7000, 10_3_1];棒ランダム判定用画像の消去1 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 7000 [State 7000, 10_3_2];棒ランダム判定用画像の消去2 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 7001 [State 7000, 10_3_3];棒ランダム判定用画像の消去3 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 7002 [State 7000, 10_3_4];棒ランダム判定用画像の消去4 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 7003 [State 7000, 10_3_5];棒ランダム判定用画像の消去5 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 7004 [State 7000, 10_3_6];棒ランダム判定用画像の消去6 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 7005 [State 7000, 10_4];棒触手部分の消去 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 7013 [State 7000, 10_5];棒汁の消去 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 7014 [State 7000, 10_6];棒本体の消去 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ID = 7012 [State 7000, 11];●振り向く type = Turn trigger1 = Time = 504 [State 7000, 12];KO時にターゲット(相手キャラ)のステートを変更(KOへ) type = TargetState triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] value = 1355 persistent = 0 [State 7000, 13];KO時にステートを変更(KOへ) type = ChangeState triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15907] ;trigger2 = Time = 10 value = 0 ctrl = 1 [State 7000, 14];KO時にターゲット(相手キャラ)のステートを変更(特殊KOへ) type = TargetState triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15907 trigger2 = enemy,anim = [15905,15906] value = 5150 persistent = 0 [State 7000, 15];KO時にステートを変更(特殊KOへ) type = ChangeState triggerall = Time = 504 triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15907 trigger2 = enemy,anim = [15905,15906] value = 180 ctrl = 1 ;--------------------------------------------------end8454 ;add8454-------------------------------------------------- ;バスター派生・注入責め [Statedef 7200] type = S movetype = A physics = S velset = 0,0 [State 7200,1];注入音 type = PlaySnd trigger1 = time >= 33 trigger1 = (time % 32) = 16 value = 20,17 [State 7200,2];ターゲット(相手キャラ)のステートを変更 type = TargetState trigger1 = time = 0 value = 7252 [State 7200,3_1];●土台に変身 type = ChangeAnim trigger1 = time <= 8 value = 1316 elem = 1 [State 7200,3_2];●土台に変身 type = ChangeAnim trigger1 = time = 9 value = 1316 [State 7200, 4_1];ダメージ type = TargetLifeAdd trigger1 = time >= 33 trigger1 = (time % 32) = 16 value = -6 [State 7200, 4_1];ダメージ type = TargetLifeAdd triggerall = Target,Power <= 0 trigger1 = time >= 33 trigger1 = (time % 32) = 16 value = -3 [State 7200, 4_2];ダメージ(通常バスターやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -4 [State 7200, 4_2];ダメージ(通常バスターやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -2 [State 7200, 4_3];ダメージ(注入攻めやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15908 value = -6 [State 7200, 4_3];ダメージ(注入攻めやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15908 value = -3 [State 7200, 5_1];パワーゲージダメージ(通常バスターやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = Target,Const(data.Power)*-0.03 [State 7200, 5_2];パワーゲージダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15908 value = Target,Const(data.Power)*-0.03 [State 7200, 6];足等の固定用触手(アニメ?)の消去 type = RemoveExplod trigger1 = time = 0 ID = 1315 [State 7200, 7_1];足等の固定用触手の表示 type = Explod trigger1 = time = 0 anim = 1317 id = 1317 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 7200,7_2];注入汁の表示 type = Explod ;trigger1 = enemy,anim = [15906,15908] trigger1 = Time = 12 id = 7214 ownpal = 0 sprpriority = 0 pos = 0, -80 postype = p1 bindtime = -1 anim = 7214 removetime = -1 [State 7200,7_3];注入触手部分の表示 type = Explod trigger1 = Time = 0 id = 7212 ownpal = 0 sprpriority = -2 pos = 0, -80 postype = p1 bindtime = -1 anim = 7212 removetime = -1 [State 7200,7_4];注入本体の表示 type = Explod trigger1 = Time = 12 id = 7213 ownpal = 0 sprpriority = -1 pos = 0, -80 postype = p1 bindtime = -1 anim = 7213 removetime = -1 [State 7200, 8] ;ターゲットの固定 type = TargetBind trigger1 = 1 pos = 0, -65 [State 7200, 9_1];足等の固定用触手の消去 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 ID = 1317 [State 7200, 9_2];足等の固定用触手(アニメ?)の消去 [7000 , 6]で消去してるけど必要なのかな? type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 ID = 1315 [State 7200, 9_3];注入触手部分の消去 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 ID = 7213 [State 7200, 9_4];注入汁の消去 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 ID = 7214 [State 7200, 9_5];注入本体の消去 type = RemoveExplod triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 ID = 7212 [State 7200, 10];●振り向く type = Turn trigger1 = Time = 504 [State 7200, 11];KO時にターゲット(相手キャラ)のステートを変更(KOへ) type = TargetState triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 value = 1355 persistent = 0 [State 7200, 12];KO時にステートを変更(KOへ) type = ChangeState triggerall = Time = 504 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 ;trigger2 = Time = 10 value = 0 ctrl = 1 [State 7200, 13];KO時にターゲット(相手キャラ)のステートを変更(特殊KOへ) type = TargetState triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15908 trigger2 = enemy,anim = [15905,15906] value = 5150 persistent = 0 [State 7200, 14];KO時にステートを変更(特殊KOへ) type = ChangeState triggerall = Time = 504 triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15908 trigger2 = enemy,anim = [15905,15906] value = 180 ctrl = 1 ;--------------------------------------------------end8454 ;==================== ;add vista-------------------------------------------- ;バスター派生・モノ股間責め+射精 [Statedef 1335] type = S movetype = A physics = S velset = 0,0 [State 1335,1];突き刺し音_段々速くする部分 type = PlaySnd trigger1 = time >= 20 trigger1 = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 ;trigger1 = time >= 20 ;trigger1 = AnimElem = 1, = 1 value = 20,17 [State 1335,1_2];突き刺し音_速くなってから type = PlaySnd trigger1 = time >= 166 trigger1 = ((time - 165) % 12) = 0 ;trigger1 = time >= 20 ;trigger1 = AnimElem = 1, = 1 value = 20,17 [State 1335,2];ターゲット(相手キャラ)のステートを変更 type = TargetState trigger1 = time = 0 value = 7052 [State 1335, 2@] ;ターゲットの固定 type = TargetBind trigger1 = 1 pos = 0, -65 [State 1335,3];●土台に変身 type = ChangeAnim trigger1 = time <= 8 value = 1316 elem = 1 [State 1335,3_2];●土台に変身 type = ChangeAnim trigger1 = time = 9 value = 1316 ;------------------------------------------------------------------------------------------------------- [State 7000, 4_1];ダメージ type = TargetLifeAdd trigger1 = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger2 = time >= 166 trigger2 = ((time - 165) % 12) = 0 value = -2 [State 7000, 4_1];ダメージ やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 trigger1 = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger2 = time >= 166 trigger2 = ((time - 165) % 12) = 0 value = -1 ;-------------------------------------------- [State 7000, 4_2_1];ダメージ(通常バスターやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -2 [State 7000, 4_2_2];ダメージ(通常バスターやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -2 ;-------------------------------------------- [State 7000, 4_2_1];ダメージ(通常バスターやられ画像の場合の追加ダメージ) やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -1 [State 7000, 4_2_2];ダメージ(通常バスターやられ画像の場合の追加ダメージ) やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -1 ;-------------------------------------------- [State 7000, 4_3_1];ダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15907 value = -2 [State 7000, 4_3_2];ダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15907 value = -2 ;-------------------------------------------- [State 7000, 4_3_1];ダメージ(棍棒攻めやられ画像の場合の追加ダメージ) やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15907 value = -1 [State 7000, 4_3_2];ダメージ(棍棒攻めやられ画像の場合の追加ダメージ) やられ側Power0 type = TargetLifeAdd triggerall = Target,Power <= 0 triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15907 value = -1 ;-------------------------------------------- [State 7000, 5_1];パワーゲージダメージ(通常バスターやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = Target,Const(data.Power)*-0.01 [State 7000, 5_1];パワーゲージダメージ(通常バスターやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = Target,Const(data.Power)*-0.01 ;-------------------------------------------- [State 7000, 5_2];パワーゲージダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time = 24 || time = 48 || time = 72 || time = 93 || time = 114 || time = 132 || time = 150 || time = 165 trigger1 = enemy,anim = 15907 value = Target,Const(data.Power)*-0.03 [State 7000, 5_2];パワーゲージダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time >= 166 triggerall = ((time - 165) % 12) = 0 trigger1 = enemy,anim = 15907 value = Target,Const(data.Power)*-0.03 ;------------------------------------------------------------------------------------------------------- [State 1335, 6];足等の固定用触手(アニメ?)の消去 type = RemoveExplod trigger1 = time = 0 ID = 1315 [State 1335, 7_2];足等の固定用触手の表示 type = Explod trigger1 = time = 0 anim = 1317 id = 1317 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 1335,7_3];棒汁の表示 type = Explod ;trigger1 = enemy,anim = [15906,15907] trigger1 = Time = 12 id = 7014 ownpal = 0 sprpriority = 0 pos = 0, -80 postype = p1 bindtime = -2 anim = 7014 removetime = -1 [State 1335, 7_4];棒触手部分の表示 type = Explod trigger1 = Time = 0 id = 1335 ownpal = 0 sprpriority = -2 pos = 0, -80 postype = p1 bindtime = -1 anim = 1335 removetime = -1 [State 1335, 7_5];棒本体の表示 type = Explod trigger1 = Time = 12 id = 1336 ownpal = 0 sprpriority = -1 pos = 0, -80 postype = p1 bindtime = -1 anim = 1336 removetime = -1 [State 1335, 10_1];足等の固定用触手の消去 type = RemoveExplod trigger1 = Time = 504 ID = 1317 [State 1335, 10_2];足等の固定用触手(アニメ?)の消去 [7000 , 6]で消去してるけど必要なのかな? type = RemoveExplod trigger1 = Time = 504 ID = 1315 [State 1335, 10_4];棒触手部分の消去 type = RemoveExplod trigger1 = Time = 504 ID = 1335 [State 1335, 10_6];棒本体の消去 type = RemoveExplod trigger1 = Time = 504 ID = 1336 [State 1335, 10_5];棒汁の消去 type = RemoveExplod trigger1 = Time = 504 ID = 7014 [State 1335, 8_1] ;●の振動1(激しくなってから開始) type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 1, = 1 trigger1 = Time >= 132 x = 0 y = 1 [State 1335, 8_2] ;●の振動2 type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 2, = 1 trigger1 = Time >= 132 x = 0 y = -1 [State 1335, 13];ステートを変更 相手がイってなくてもイってても専用アニメがあろうとなかろうと飛ぶ。無条件で飛ぶ type = ChangeState trigger1 = Time = 504 value = 1336;射精ステートに移行 ;------------------------------------------------------------------------------------- [Statedef 1336];射精 type = S movetype = A physics = S velset = 0,0 [State 1336,2];ターゲット(相手キャラ)のステートを変更 type = TargetState trigger1 = time = 0 value = 7056 [State 1336, 2@] ;ターゲットの固定 type = TargetBind trigger1 = 1 pos = 0, -65 [State 1336,3_1];●土台に変身 type = ChangeAnim trigger1 = time <= 8 value = 1316 elem = 1 [State 1336,3_2];●土台に変身 type = ChangeAnim trigger1 = time = 9 value = 1316 [State 1336,4_1];喘ぎ(?)声 type = PlaySnd trigger1 = time = 10 value = 180,0 [State 1336,4_2];射精音 type = PlaySnd trigger1 = time = 20|| time = 80|| time = 140 value = 3652,0 [State 1336, 5_3_2];ダメージ 射精1,2回目 type = TargetLifeAdd trigger1 = time = 20|| time = 80 value = -10 [State 1336, 5_3_3];ダメージ 射精3回目。ダメージがちょっと大きい type = TargetLifeAdd trigger1 = time = 140 value = -20 [State 1336, 5_3_2];ダメージ 射精1,2回目 type = TargetLifeAdd triggerall = Target,Power <= 0 trigger1 = time = 20|| time = 80 value = -10 [State 1336, 5_3_3];ダメージ 射精3回目。ダメージがちょっと大きい type = TargetLifeAdd triggerall = Target,Power <= 0 trigger1 = time = 140 value = -20 [State 1336, 6_1];パワーゲージダメージ 射精1,2回目 type =TargetPowerAdd trigger1 = Time= 20|| time = 80 value = Target,Const(data.Power)*-0.05 [State 1335, 6_2];パワーゲージダメージ 射精3回目。ダメージがちょっと大きい type =TargetPowerAdd trigger1 = Time = 140 value = Target,Const(data.Power)*-0.1 [State 1336, 7_1];足等の固定用触手の表示 type = Explod trigger1 = time = 0 anim = 1317 id = 1317 sprpriority = -1 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 1336, 7_2];断面図の表示 type = Explod trigger1 = Time = 0 id = 1351 ownpal = 0 sprpriority = -2 pos = 0, -80 postype = p1 bindtime = -1 scale =0.5,0.5 anim = 1351 removetime = -1 [State 1336, 7_3];棒触手部分の表示 type = Explod trigger1 = Time = 0 id = 1337 ownpal = 0 sprpriority = -2 pos = 0, -80 postype = p1 bindtime = -1 anim = 1337 removetime = -1 [State 1336, 7_4];棒本体の表示 type = Explod trigger1 = Time = 0 id = 1338 ownpal = 0 sprpriority = -1 pos = 0, -80 postype = p1 bindtime = -1 anim = 1338 removetime = -1 [State 1336,7_5];棒汁の表示 type = Explod ;trigger1 = enemy,anim = [15906,15907] trigger1 = Time = 0 id = 7014 ownpal = 0 sprpriority = 2 pos = 0, -80 postype = p1 bindtime = -1 anim = 7014 removetime = -1 [State 1336, 7_6];溢れ精液1の表示 type = Explod trigger1 = Time = 90 trigger2 = Time = 146 id = 1339 ownpal = 0 sprpriority = 5 pos = 0, -70 postype = p1 bindtime = -1 scale = 0.5,1 anim = 1339 removetime = -1 [State 1336, 7_7];溢れ精液2の表示 type = Explod trigger1 = Time = 146 id = 1340 ownpal = 0 sprpriority = 5 pos = 0, -70 postype = p1 bindtime = -1 anim = 1340 removetime = -1 [State 1336, 7_8];溢れ精液3の表示 (2の反転) type = Explod trigger1 = Time = 146 id = 1341 ownpal = 0 sprpriority = 5 pos = 0, -70 postype = p1 bindtime = -1 scale = -1,1 anim = 1340 removetime = -1 [State 1336, 10_1];足等の固定用触手の消去 type = RemoveExplod triggerall = Time = 180 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15909];相手が専用アニメじゃないときは特殊勝利ポーズに行かないため、表示を消す ID = 1317 [State 1336, 10_2];足等の固定用触手(アニメ?)の消去 [7000 , 6]で消去してるけど必要なのかな? type = RemoveExplod triggerall = Time = 180 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15909] ID = 1315 [State 1336, 10_3];断面図の消去 type = RemoveExplod trigger1 = Time = 180 ID = 1351 [State 1336, 10_4];棒触手部分の消去 type = RemoveExplod triggerall = Time = 180 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15909] ID = 1337 [State 1336, 10_5];棒本体の消去 type = RemoveExplod triggerall = Time = 180 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15909] ID = 1338 [State 1336, 10_6];棒汁の消去 type = RemoveExplod triggerall = Time = 180 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15909] ID = 7014 [State 1336, 10_7];溢れ精液1の消去 type = RemoveExplod trigger1 = Time = 102 trigger2 = Time = 158 ID = 1339 [State 1336, 10_8];溢れ精液2の消去 type = RemoveExplod trigger1 = Time = 178 ID = 1340 [State 1336, 10_9];溢れ精液3の消去 type = RemoveExplod trigger1 = Time = 178 ID = 1341 [State 1336, 11_1] ;●の振動1 2と合わせて左右にぶれる type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 1, = 1 x = 1 y = 0 [State 1336, 11_2] ;●の振動2 type = PosAdd ;trigger1 = enemy,Alive trigger1 = AnimElem = 2, = 1 x = -1 y = 0 [State 1336, 13_1_1];ステート変更 解放 イっていない時(KOしていない) type = TargetState triggerall = Time = 180 trigger1 = enemy,Alive value = 1355 persistent = 0 [State 1336, 13_1_2];ステート変更 立ち状態 イっていない時 type = ChangeState triggerall = Time = 180 trigger1 = enemy,Alive value = 0 ctrl = 1 [State 1336, 13_2_1];ステート変更 KO時 専用アニメ無し type = TargetState triggerall = Time = 180 trigger1 = enemy,Alive=0 trigger1 = enemy,anim != [15905,75910] value = 1355 persistent = 0 [State 1336, 13_2_2];ステート変更 KO時 専用アニメ無し type = ChangeState triggerall = Time = 180 trigger1 = enemy,Alive=0 trigger1 = enemy,anim != [15905,75910] value = 0 ctrl = 1 [State 1336, 13_3_1];ステート変更 KO時 特殊KO専用アニメあり type = TargetState triggerall = Time = 180 trigger1 = enemy,Alive=0 Triggerall = SelfAnimExist(75910) = 1 trigger1 = enemy,anim = [15905,15909] value = 7057 persistent = 0 [State 1336, 13_3_2];ステート変更 KO時 特殊KO専用アニメあり type = ChangeState triggerall = Time = 180 trigger1 = enemy,Alive=0 Triggerall = SelfAnimExist(75910) = 1 trigger1 = enemy,anim = [15905,15909] value = 180 ctrl = 1 [State 1336, 13_3_1];ステート変更 KO時 バスターやられ専用アニメあり type = TargetState triggerall = Time = 180 trigger1 = enemy,Alive=0 trigger1 = enemy,anim != 75910 trigger1 = enemy,anim = [15905,15909] value = 7056 persistent = 0 [State 1336, 13_3_2];ステート変更 KO時 バスターやられ専用アニメあり type = ChangeState triggerall = Time = 180 trigger1 = enemy,Alive=0 trigger1 = enemy,anim != 75910 trigger1 = enemy,anim = [15905,15909] value = 180 ctrl = 1 ;-------------------------------------------end vista ;==================== ;P2側 ; 相手側の投げられモーション1 ; CNS レベル: 中級 ; [Statedef 1349] type = A movetype= H physics = N velset = 0,0 [State 1349, 0] type = ScreenBound trigger1 = 1 value = 0 [State 1349, 1] type = Sprpriority trigger1 = Time = 0 value = -2 [State 1349, 2 ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP [State 1349, 制御した相手のアニメ] type = ChangeAnim2 Trigger1 = Time = 0 value = 1221 ;これは●側に登録してあるアニメ [State 1349,やられ声] ;悲鳴設定(掴まれた時) type = PlaySnd trigger1 = time = 8 value = 5000,0 channel = 0 ;==================== ;P2側 ; 相手側の投げられモーション2 ; CNS レベル: 中級 ; [Statedef 1350] type = A movetype= H physics = N velset = 0,0 poweradd = 0 [State 1350, 0] type = ScreenBound trigger1 = 1 value = 0 [State 1350, 1] type = Sprpriority trigger1 = Time = 0 value = -2 [State 1350, 2 ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP [State 1350, 3] ;9005番で問題の無いキャラ用 type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(9005) = 1 Trigger1 = SelfAnimExist(15905) = 0 value = 9005 [State 1350, 3] ;15905番用 type = ChangeAnim Trigger1 = Time >= 0 Trigger1 = SelfAnimExist(15905) = 1 value = 15905 elem = 1 [State 1350, 制御した相手のアニメ] ;専用アニメが無いときの間に合わせ・・・ type = ChangeAnim2 Trigger1 = SelfAnimExist(9005) = 0 Trigger1 = SelfAnimExist(15905) = 0 Trigger1 = Time = 0 value = 1220 ;これは●側に登録してあるアニメ ;==================== ;P2側 ; 相手側の投げられモーション地面着弾時 ; CNS レベル: 中級 ; [Statedef 1351] type = A movetype= H physics = N velset = 0,0 poweradd = 0 [State 1350, 0] type = ScreenBound trigger1 = 1 value = 0 [State 1350, 1] type = Sprpriority trigger1 = Time = 0 value = -2 [State 1350, 2 ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP [State 1350, 3] ;15905番用 type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(15905) = 1 value = 15905 elem = 1 [State 1350,やられ声] ;悲鳴設定(地面に着いた時) type = PlaySnd trigger1 = time = 0 ;悲鳴をあげる時間、適宜調整してください。 trigger1 = alive = 1 value = 5000,0 channel = 0 ;==================== ;P2側 ; 相手側の投げられモーション4 ; CNS レベル: 中級 ; [Statedef 1352] type = A movetype= H physics = N velset = 0,0 [State 1350,やられ声] ;悲鳴設定 type = PlaySnd trigger1 = (time%39) = 0 ;time=13 ;悲鳴をあげる時間、適宜調整してください。 value = 4218,21+ (Random % 3) channel = 0 [State 1350,やられ声] ;悲鳴設定(地面に着いた時) type = PlaySnd trigger1 = time = 119 ;悲鳴をあげる時間、適宜調整してください。 trigger1 = alive = 1 value = 5000,1 channel = 0 [State 1352, 0] type = ScreenBound trigger1 = 1 value = 0 [State 1352, 1] type = Sprpriority trigger1 = Time = 0 value = -2 [State 1352, 2 ] type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP ;add8454------------------------------------------------- [State 1352, 3_1] ;アニメ変更15901番用 type = ChangeAnim Triggerall = SelfAnimExist(15901) = 1 trigger1 = p2stateno = 1315 trigger1 = Time = 9 value = 15901 [State 1352, 3_2] ;アニメ変更15902番用 type = ChangeAnim Triggerall = SelfAnimExist(15902) = 1 trigger1 = p2stateno = 1319 trigger1 = Time = 42 ;触手が生え終わって攻撃に移るタイミングにあわせる value = 15902 ;--------------------------------------------------end8454 ;cust8454------------------------------------------------- [State 1352, 3_3] ;15906番用 type = ChangeAnim Triggerall = SelfAnimExist(15906) = 1 Trigger1 = SelfAnimExist(15901) = 0 trigger1 = p2stateno = 1315 trigger1 = Time = 9 Trigger2 = SelfAnimExist(15902) = 0 trigger2 = p2stateno = 1319 trigger2 = Time = 42 value = 15906 ;--------------------------------------------------end8454 ;==================== ;P2側 ; 相手側の投げられモーション5 ; CNS レベル: 中級 ; ;バスタースパーク=========== [Statedef 1353] type = A movetype= H physics = N velset = 0,0 Sprpriority=-2 [State 1350,やられ声] type = PlaySnd trigger1 = time = 36 value = 4218,21 [State 1350,やられ声] type = PlaySnd trigger1 = time = 82 value = 4218,23 [State 1350,やられ声] type = PlaySnd trigger1 = time = 203 value = 4218,22 [State 1352, 0] type = ScreenBound trigger1 = 1 value = 0 [State 1352, 2 ] type = NotHitBy trigger1 = 1 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP [State 1352, 3_3] type = ChangeAnim Triggerall = SelfAnimExist(15903) = 1 trigger1 = Time = 35 value = 15903 [State 1352, 3_3] type = ChangeAnim Triggerall = SelfAnimExist(15903) = 0 Triggerall = SelfAnimExist(15906) = 1 trigger1 = Time = 70 value = 15906 ;[State 6062,a ];ステート変更 ;type = ChangeState ;trigger1 = anim = 15903 ;trigger1 = AnimTime = 0 ;value = 1355 ;persistent = 0 ;add8454------------------------------------------------- ;==================== ;P2側 ; 相手側の投げられモーション4バスター棍棒 ; CNS レベル: 中級 ; [Statedef 7052] type = A movetype= H physics = N velset = 0,0 ;[State 7052, 1] ;悲鳴設定 ;type = PlaySnd ;trigger1 = (time%39) = 50 ;あまり数字を低くすると声が重なって何がなんだかわからなくなる ;value = ;channel = 0 [State 1335,1];突き刺し音_段々速くする部分 type = PlaySnd trigger1 = time = 14 value = 4218, 21 [State 1335,1];突き刺し音_段々速くする部分 type = PlaySnd trigger1 = time = 34 || time = 43 || time = 90 || time = 117 || time = 144 || time = 171 || time = 198 || time = 225 trigger2 = time = 252 || time = 279 || time = 306 || time = 333 || time = 360 || time = 387 || time = 414 || time = 441 trigger3 = time = 468 || time = 495 value = 4218,21+ (Random % 3) ;[State 1335,1_2];突き刺し音_速くなってから ;type = PlaySnd ;trigger1 = time >= 167 ;trigger1 = ((time - 166) % 12) = 0 ;value = 4218,21+ (Random % 3) [State 7052, 3];カメラの固定 type = ScreenBound trigger1 = 1 value = 0 [State 7052, 4] ;画像の優先表示変更 type = Sprpriority trigger1 = Time = 0 value = -2 [State 7052, 5];無敵時間指定 type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP [State 7052, 6_1] ;アニメ変更15907番用 type = ChangeAnim Triggerall = SelfAnimExist(15907) = 1 trigger1 = p2stateno = 7000 trigger1 = Time = 20 ;触手が生え終わって攻撃に移るタイミングにあわせる trigger2 = p2stateno = 1335 trigger2 = Time = 20 ;触手が生え終わって攻撃に移るタイミングにあわせる value = 15907 [State 7052, 6_2] ;アニメ変更15906番用 type = ChangeAnim Triggerall = SelfAnimExist(15907) = 0 Triggerall = SelfAnimExist(15906) = 1 trigger1 = p2stateno = 7000 trigger1 = Time = 20 ;触手が生え終わって攻撃に移るタイミングにあわせる trigger2 = p2stateno = 1335 trigger2 = Time = 20 ;触手が生え終わって攻撃に移るタイミングにあわせる value = 15906 ;--------------------------------------------------end8454 ;add8454------------------------------------------------- ;==================== ;add vista------------------------------------------------- ;==================== ;P2側 ; 相手側の投げられモーション4バスター射精モノ 射精 ; CNS レベル: 中級 ; [Statedef 7056] type = A movetype= H physics = N velset = 0,0 [State 7056, 1] ;悲鳴設定 type = PlaySnd trigger1 = Time=5 value = 4218,21 channel = 0 [State 7056, 2] ;悲鳴設定 type = PlaySnd trigger1 = Time=45 value = 4649,0 channel = 0 [State 7056, 3];カメラの固定 type = ScreenBound trigger1 = 1 value = 0 [State 7056, 4] ;画像の優先表示変更 type = Sprpriority trigger1 = Time = 0 value = -2 [State 7056, 5];無敵時間指定 type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP [State 7056,6_0] type = ChangeState triggerall = SelfAnimExist(75910) = 1 trigger1 = p2stateno = 7480||p2stateno = 7481 trigger1 = Time = 0 value = 7057 ctrl =0 [State 7056, 6_1] ;アニメ変更15909番用 type = ChangeAnim Triggerall = SelfAnimExist(15909) = 1 trigger1 = p2stateno = 1336 trigger1 = Time = 0 value = 15909 [State 7056, 6_1] ;アニメ変更15907番用 type = ChangeAnim Triggerall = SelfAnimExist(15909) = 0 Triggerall = SelfAnimExist(15907) = 1 trigger1 = p2stateno = 1336 trigger1 = Time = 0 value = 15907 [State 7056, 6_2] ;アニメ変更15906番用 type = ChangeAnim Triggerall = SelfAnimExist(15909) = 0 Triggerall = SelfAnimExist(15907) = 0 Triggerall = SelfAnimExist(15906) = 1 trigger1 = p2stateno = 1336 trigger1 = Time = 0 value = 15906 [State 7056, 6_2] ;アニメ変更15905番用 type = ChangeAnim Triggerall = SelfAnimExist(15909) = 0 Triggerall = SelfAnimExist(15907) = 0 Triggerall = SelfAnimExist(15906) = 0 Triggerall = SelfAnimExist(15905) = 1 trigger1 = p2stateno = 1336 trigger1 = Time = 0 value = 15905 [State 7056, 6_2] ;アニメ変更15908番しかない用(無いとは思うけど・・・) type = ChangeAnim Triggerall = SelfAnimExist(15909) = 0 Triggerall = SelfAnimExist(15907) = 0 Triggerall = SelfAnimExist(15906) = 0 Triggerall = SelfAnimExist(15905) = 0 Triggerall = SelfAnimExist(15908) = 1 trigger1 = p2stateno = 1336 trigger1 = Time = 0 value = 15908 ;-------------------------------------------------- ;P2側 ; 相手側の投げられモーション4バスター射精モノ 特殊KO用 ; CNS レベル: 中級 ; [Statedef 7057] type = A movetype= H physics = N velset = 0,0 [State 7057, 1] ;悲鳴設定 type = PlaySnd trigger1 = Time =5 value = 4218,21 channel = 0 [State 7057, 2] ;悲鳴設定 type = PlaySnd trigger1 = Time=40 value = 4218,23 volume = 120 channel = 0 [State 7057, 3];カメラの固定 type = ScreenBound trigger1 = 1 value = 0 [State 7057, 4] ;画像の優先表示変更 type = Sprpriority trigger1 = Time = 0 value = -2 [State 7057, 5] ;アニメ変更15910番 type = ChangeAnim trigger1 = Time = 0 value = 75910 ;--------------------------------------------------end vista ;P2側 ; 相手側の投げられモーション4バスター注入 ; CNS レベル: 中級 ; [Statedef 7252] type = A movetype= H physics = N velset = 0,0 [State 7252,1];悲鳴設定 type = PlaySnd trigger1 = (time%39) = 0 ;あまり数字を低くすると声が重なって何がなんだかわからなくなる value = 4218,21+ (Random % 3) channel = 0 [State 7252, 2];カメラの固定 type = ScreenBound trigger1 = 1 value = 0 [State 7252, 3];画像の優先表示変更 type = Sprpriority trigger1 = Time = 0 value = -2 [State 7252, 4];無敵時間指定 type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP [State 7252, 5] ;アニメ変更15908番用 type = ChangeAnim Triggerall = SelfAnimExist(15908) = 1 trigger1 = p2stateno = 7200 trigger1 = Time = 16 value = 15908 [State 7252, 6] ;アニメ変更15906番用 type = ChangeAnim Triggerall = SelfAnimExist(15908) = 0 Triggerall = SelfAnimExist(15906) = 1 trigger1 = p2stateno = 7200 trigger1 = Time = 16 value = 15906 ;--------------------------------------------------end8454 ;--------------------------------------------------------------------------- ; 相手側の投げられモーション4 [Statedef 1355] type = A movetype= H physics = N velset = 3,-5 [State 1355, 1] type = ChangeAnim2 trigger1 = Time = 0 value = 1022 elem = 2 [State 1355, 0] ;重力 type = VelAdd Trigger1 = 1 y = .4 [State 821, 事後KO] type = ChangeState triggerall = alive = 0 triggerall = Pos Y >= 0 triggerall = SelfAnimExist(36699) trigger1 = PrevStateno = 7252 trigger2 = PrevStateno = 7056 value = 115100 [State 1022, 9] type = SelfState trigger1 = Pos Y >= 0 value = 5100 ;-------------------------------------------------------------- ;--------------------------------------------------------------------------- ;--------------------------------------------------end8454 ;add8454-------------------------------------------------- ;バスター派生・浣腸注入責め [Statedef 7300] type = S movetype = A physics = S sprpriority = -2 velset = 0,0 [State 7200,1];注入音 type = PlaySnd trigger1 = time >= 33 trigger1 = (time % 32) = 16 trigger1 = time < 240 value = 20,17 [State 7200,2];ターゲット(相手キャラ)のステートを変更 type = TargetState trigger1 = time = 0 value = 7352 [State 7200,3_1];●土台に変身 type = ChangeAnim trigger1 = time <= 8 value = 1316 elem = 1 [State 7200,3_2];●土台に変身 type = ChangeAnim trigger1 = time = 9 value = 1316 [State 7200, 4_1];ダメージ type = TargetLifeAdd triggerall = time < 240 trigger1 = time >= 33 trigger1 = (time % 32) = 16 value = -6 kill = 0 [State 7200, 4_1];ダメージ type = TargetLifeAdd triggerall = time < 240 triggerall = Target,Power <= 0 trigger1 = time >= 33 trigger1 = (time % 32) = 16 value = -3 kill = 0 [State 7200, 4_2];ダメージ(通常バスターやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time < 240 triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -4 kill = 0 [State 7200, 4_2];ダメージ(通常バスターやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time < 240 triggerall = Target,Power <= 0 triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = -2 kill = 0 [State 7200, 4_3];ダメージ(注入攻めやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time < 240 triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15908 value = -6 kill = 0 [State 7200, 4_3];ダメージ(注入攻めやられ画像の場合の追加ダメージ) type = TargetLifeAdd triggerall = time < 240 triggerall = Target,Power <= 0 triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15908 value = -3 kill = 0 [State 7200, 5_1];パワーゲージダメージ(通常バスターやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time < 240 triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15905 trigger2 = enemy,anim = 15906 value = Target,Const(data.Power)*-0.03 [State 7200, 5_2];パワーゲージダメージ(棍棒攻めやられ画像の場合の追加ダメージ) type =TargetPowerAdd triggerall = time < 240 triggerall = time >= 33 triggerall = (time % 32) = 16 trigger1 = enemy,anim = 15908 value = Target,Const(data.Power)*-0.03 [State 7200, 6];足等の固定用触手(アニメ?)の消去 type = RemoveExplod trigger1 = time = 0 ID = 1315 [State 7200, 7_1];足等の固定用触手の表示 type = Explod trigger1 = time = 0 anim = 1317 id = 1317 sprpriority = 0 bindtime = -1 removetime = -1 postype = p1 pos = 0, 0 [State 7200,7_2];注入汁の表示 type = Explod ;trigger1 = enemy,anim = [15906,15908] trigger1 = Time = 12 id = 7214 ownpal = 0 sprpriority = -2 pos = 0, -80 postype = p1 bindtime = -1 anim = 7214 removetime = -1 [State 7200,7_3];注入触手部分の表示 type = Explod trigger1 = Time = 0 id = 7212 ownpal = 0 sprpriority = -4 pos = 0, -80 postype = p1 bindtime = -1 anim = 7212 removetime = -1 [State 7200,7_3];注入触手部分の表示 type = Explod trigger1 = Time = 240 id = 7215 ownpal = 0 sprpriority = -4 pos = 0, -80 postype = p1 bindtime = -1 anim = 7215 removetime = -1 [State 7200,7_4];注入本体の表示 type = Explod trigger1 = Time = 12 id = 7213 ownpal = 0 sprpriority = -3 pos = 0, -80 postype = p1 bindtime = -1 anim = 7213 removetime = -1 [State 7200, 8] ;ターゲットの固定 type = TargetBind trigger1 = 1 pos = 0, -65 [State 7200, 9_3];注入触手部分の消去 type = RemoveExplod triggerall = Time = 240 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 ;trigger2 = enemy,anim != [15905,15906] ;trigger2 = enemy,anim != 15908 ID = 7213 [State 7200, 9_4];注入汁の消去 type = RemoveExplod triggerall = Time = 240 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 ;trigger2 = enemy,anim != [15905,15906] ;trigger2 = enemy,anim != 15908 ID = 7214 [State 7200, 9_5];注入本体の消去 type = RemoveExplod triggerall = Time = 240 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 ;trigger2 = enemy,anim != [15905,15906] ;trigger2 = enemy,anim != 15908 ID = 7212 [State 5000811,漏れ] type = Explod trigger1 = time = 250 || time = 300 || time = 320 anim = 3000885 id = 3000800 sprpriority = -3 postype = p2 facing = -1 pos = 0, -2 scale = 0.2,0.2 ownpal = 1 [State 5000811,放屁] type = PlaySnd trigger1 = time = 250 || time = 300 || time = 320 value = 40000, 90 [State 5000841] type = ChangeState trigger1 = time > 400 value = 7301 ;--------------------------------------------------------------------------- [Statedef 7301,浣腸 噴出 白濁/汚濁] type = S movetype = A physics = S sprpriority = -2 [State 5000842] type = TargetState trigger1 = time = 0 value = 7353 [State 7200, 4_3];ダメージ(注入攻めやられ画像の場合の追加ダメージ) type = TargetLifeAdd trigger1 = time = 0 value = -50 [State 5000842] type = ScreenBound trigger1 = 1 value = 0 [State 5000842,噴出] type = Explod trigger1 = time = 0 || time = 50 || time = 100 || time = 125 anim = 3000884 id = 3000800 sprpriority = -3 postype = p2 pos = 0, -2 scale = 0.8,0.8 ownpal = 1 [State 5000842,噴出音] type = PlaySnd trigger1 = time = 0 || time = 50 || time = 100 || time = 125 value = 40000, ifelse(time < 100, 83, 82) [State 5000842,液垂れ] type = Explod trigger1 = time = 20 || time = 50 || time = 90 || time = 120 || time = 150 || time = 170 anim = 3000886 + (Random % 3) id = 3000800 postype = p2 facing = facing pos= 0, 0 random = 35,35 scale = ifelse((Random % 2) = 0, 0.8, 1.0), ifelse((Random % 3) = 0, 0.8, 1.0) bindtime = -1 sprpriority = 15 ownpal = 1 removetime=-2 [State 7200, 9_1];足等の固定用触手の消去 type = RemoveExplod triggerall = Time = 200 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 trigger2 = enemy,anim != [3000840,3000841] trigger2 = enemy,anim != 15909 ID = 1317 [State 7200, 9_2];足等の固定用触手(アニメ?)の消去 [7000 , 6]で消去してるけど必要なのかな? type = RemoveExplod triggerall = Time = 200 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 trigger2 = enemy,anim != [3000840,3000841] trigger2 = enemy,anim != 15909 ID = 1315 [State 7200, 9_5];注入本体の消去 type = RemoveExplod triggerall = Time = 200 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 ;trigger2 = enemy,anim != [15905,15906] ;trigger2 = enemy,anim != 15908 ;trigger2 = enemy,anim != [3000840,3000841] ;trigger2 = enemy,anim != 15909 ID = 7215 [State 7200, 9_5];液垂れの消去 type = RemoveExplod triggerall = Time = 200 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 trigger2 = enemy,anim != [3000840,3000841] trigger2 = enemy,anim != 15909 ID = 3000800 [State 7200, 11];KO時にターゲット(相手キャラ)のステートを変更(KOへ) type = TargetState triggerall = Time = 200 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 trigger2 = enemy,anim != [3000840,3000841] trigger2 = enemy,anim != 15909 value = 1355 persistent = 0 [State 7200, 10];●振り向く type = Turn triggerall = Time = 200 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 trigger2 = enemy,anim != [3000840,3000841] trigger2 = enemy,anim != 15909 [State 7200, 12];KO時にステートを変更(KOへ) type = ChangeState triggerall = Time = 200 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 trigger2 = enemy,anim != [15905,15906] trigger2 = enemy,anim != 15908 trigger2 = enemy,anim != [3000840,3000841] trigger2 = enemy,anim != 15909 ;trigger2 = Time = 10 value = 0 ctrl = 1 [State 7200, 13];KO時にターゲット(相手キャラ)のステートを変更(特殊KOへ) type = TargetState triggerall = Time = 200 triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15908 trigger2 = enemy,anim = [15905,15906] trigger3 = enemy,anim = [3000840,3000841] trigger4 = enemy,anim = 15909 value = 5150 persistent = 0 [State 7200, 14];KO時にステートを変更(特殊KOへ) type = ChangeState triggerall = Time = 200 triggerall = RoundState = 3 triggerall = enemy,Alive = 0 trigger1 = enemy,anim = 15908 trigger2 = enemy,anim = [15905,15906] trigger3 = enemy,anim = [3000840,3000841] trigger4 = enemy,anim = 15909 value = 180 ctrl = 1 [State 7200, 11];保険 type = TargetState triggerall = Time = 205 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 value = 1355 [State 7200, 11];保険 type = ChangeState triggerall = Time = 205 trigger1 = enemy,Alive trigger2 = enemy,Alive = 0 value = 0 ctrl = 1 ;--------------------------------------------------end8454 ;P2側 ; 相手側の投げられモーション4バスター浣腸注入 ; CNS レベル: 中級 ; [Statedef 7352] type = A movetype= H physics = N sprpriority = -1 velset = 0,0 [State 7252,1];悲鳴設定 type = PlaySnd trigger1 = (time%39) = 0 ;あまり数字を低くすると声が重なって何がなんだかわからなくなる value = 4218,21+ (Random % 3) channel = 0 [State 7252, 2];カメラの固定 type = ScreenBound trigger1 = 1 value = 0 [State 7252, 3];画像の優先表示変更 type = Sprpriority trigger1 = Time = 0 value = -1 [State 7252, 4];無敵時間指定 type = NotHitBy trigger1 = Time >= 0 value = SCA,NA,SA,HA,NT,ST,HT,NP,SP,HP [State 5000845,注入] type = ChangeAnim trigger1 = Time = 16 trigger1 = SelfAnimExist(3000840) = 1 value = 3000840 [State 7252, 5] ;アニメ変更15908番用 type = ChangeAnim Triggerall = SelfAnimExist(15908) = 1 triggerall = SelfAnimExist(3000840) = 0 trigger1 = p2stateno = 7300 trigger1 = Time = 16 value = 15908 [State 7252, 6] ;アニメ変更15906番用 type = ChangeAnim triggerall = SelfAnimExist(3000840) = 0 Triggerall = SelfAnimExist(15908) = 0 Triggerall = SelfAnimExist(15906) = 1 trigger1 = p2stateno = 7300 trigger1 = Time = 16 value = 15906 ;--------------------------------------------------------------------------- [Statedef 7353,浣腸 噴出 白濁/汚濁] type = A movetype = H physics = N sprpriority = -1 [State 5000846] type = ScreenBound trigger1 = 1 value = 0 [State 5000846,噴出] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(3000841) = 1 value = 3000841 [State 5000846,噴出] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(3000841) = 0 trigger1 = SelfAnimExist(15909) = 1 value = 15909 [State 5000845,噴出] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(3000841) = 0 trigger1 = SelfAnimExist(15909) = 0 trigger1 = SelfAnimExist(15905) = 1 value = 15905 [State 5000846,悲鳴] type = PlaySnd trigger1 = AnimElem = 1 value = 11, 0 channel = 0