;----------------------------------------------------------------------------- [Statedef -2] ;----------------------------------------------------------------------------- [State -2, デバッグ表示] type = DisplayToClipboard trigger1 = 1 text = "At=%d,AI=%d,%d,Re=%d" params = Ceil((1-fvar(10))*100),var(59),var(58),var(50) ignorehitpause = 1 [State -2, デバッグ表示] type = AppendToClipboard trigger1 = 1 text = ",T=%d,%d,H=%d+%d" params = var(15),var(16),var(56),var(57) ignorehitpause = 1 [State -2, デバッグ表示] type = AppendToClipboard trigger1 = 1 text = " R=%d%d%d%d" params = var(45),var(46),var(47),var(48) ignorehitpause = 1 [State -2, デバッグ表示] type = AppendToClipboard trigger1 = 1 text = " B=%d%d%d%d" params = var(30),var(31),var(32),var(33) ignorehitpause = 1 [State -2, デバッグ表示] type = AppendToClipboard trigger1 = 1 text = " S=%d%d%d%d%d" params = var(38),var(37),var(36),var(35),var(39) ignorehitpause = 1 [State -2, デバッグ表示] type = AppendToClipboard trigger1 = 1 text = " L=%d%d%d%d%d" params = var(26),var(27),var(25),var(28),var(29) ignorehitpause = 1 [State -2, デバッグ表示] type = null;AppendToClipboard trigger1 = 1 text = " IN=%d%d%d%d" params = var(21),var(22),var(23),var(24) ignorehitpause = 1 [State -2, デバッグ表示] type = AppendToClipboard trigger1 = 1 text = "\nDist X=%d,Y=%d Edge =%d,%d" params = floor(P2BodyDist X),ceil(P2BodyDist Y),FrontEdgeBodyDist,BackEdgeBodyDist ignorehitpause = 1 [State -2, デバッグ表示] type = AppendToClipboard trigger1 = 1 text = " Pos X=%d,Y=%d Vel X=%d/10,Y=%d/10" params = ceil(Pos X),floor(Pos Y),ceil(Vel X*10),floor(Vel Y*10) ignorehitpause = 1 [State -2, デバッグ表示] type = AppendToClipboard trigger1 = 1 text = " AM=%d,Ho=%d" params = var(2),var(10) ignorehitpause = 1 ;--------------------------------------------------------------------------------- [State -2, 快感ゲージ] type = Helper trigger1 = NumHelper(8000) = 0 trigger1 = RoundState = 2 id = 8000 name = "Gauge" pos = 0,-Ceil(ScreenPos Y) postype = left facing = 1 stateno = 8000 helpertype = normal keyctrl = 0 ownpal = 1 size.xscale = 1 size.yscale = 1 SuperMoveTime = 99999 PauseMoveTime = 99999 IgnoreHitPause = 1 [State -2, 快感ゲージ固定] type = VarSet trigger1 = Var(56) >= 12000 v = 56 value = 12000 [State -2, 快感ゲージ固定] type = VarSet trigger1 = Var(56) <= 0 v = 56 value = 0 [State -2, 特殊カラー固定] type = VarSet trigger1 = PalNo = [7,12] trigger1 = Var(56) <= 8000 v = 56 value = 8000 [State -2, しずく] type = Helper trigger1 = NumHelper(8100) = 0 trigger1 = RoundState = 2 id = 8100 name = "Drip" pos = 0,0 postype = left facing = 1 stateno = 8100 helpertype = normal keyctrl = 0 ownpal = 1 ;--------------------------------------------------------------------------------- [State -2, 拘束時間] type = VarAdd trigger1 = StateNo = 1011 || StateNo = 1020 || StateNo = 1030 trigger2 = StateNo = 1040 || StateNo = 1050 trigger3 = (StateNo = [1510,1512]) || StateNo = 1520 trigger4 = StateNo = 1530 || StateNo = 1540 || StateNo = 1550 trigger5 = StateNo = 1250 || StateNo = 1260 || StateNo = 1271 trigger6 = StateNo = 1280 || StateNo = 1290 trigger7 = StateNo = 7010 || StateNo = 7050 || StateNo = 7060 trigger8 = StateNo = 7070 || StateNo = 7080 v = 15 value = -1 ;--------------------------------------------------------------------------------- [State -2,透過] type = trans trigger1 = var(50) = 2 trans = add ;--------------------------------------------------------------------------------- [State -2, 停止] type = AssertSpecial trigger1 = NumTarget trigger1 = StateNo = [1000,1999] flag = timerfreeze [State -2, 距離保存] type = VarSet trigger1 = P2Dist X != 0 trigger1 = Win = 1 v = 51 value = Ceil(P2Dist X) ignorehitpause = 1 [State -2, アーマーリセット] type = VarSet trigger1 = var(2) > 0 trigger1 = PrevStateNo = 950 trigger1 = StateNo = [5000,5199] trigger2 = ctrl v = 2 value = 0 [State -2, ゲージ自動回復] type = PowerAdd triggerall = RoundState = 2 triggerall = Power < PowerMax trigger1 = PalNo = [7,12] trigger1 = GameTime%(1+(Power/1000)) = 0 trigger2 = PalNo = [1,6] trigger2 = var(56) >= 6000 && MoveType != H trigger2 = (StateNo < 1000) || (StateNo = [6000,6999]) trigger2 = GameTime%(1+((24000/var(56))*(Power/1000)))= 0 value = 1 [State -2, ヘルパーか否か] type = VarSet trigger1 = !ishelper v = 6 value = 1 ignorehitpause = 1 [State -2, チームモード認識] type = VarSet trigger1 = NumPartner trigger1 = ID > Partner,ID v = 7 value = 1 [State -2, 相手タッグ時生死確認] type = VarSet trigger1 = var(59) > 0 v = 8 value = IfElse((!EnemyNear,Alive && NumEnemy = 2),1,0) ;-------------------------------------------------------------------------------- [State -2, 体位リセット] type = VarSet triggerall = Time = 1 trigger1 = StateNo = [1611,1613] trigger2 = StateNo = [1621,1623] trigger3 = StateNo = [1631,1633] trigger4 = StateNo = [1641,1643] trigger5 = StateNo = [1811,1813] trigger6 = StateNo = [1821,1823] trigger7 = StateNo = [1831,1833] trigger8 = StateNo = [1841,1843] trigger9 = StateNo = [1851,1853] trigger10 = StateNo = [1951,1952] trigger11 = StateNo = [7211,7213] trigger12 = StateNo = [7221,7223] trigger13 = StateNo = [7231,7233] trigger14 = StateNo = [7241,7243] v = 21 value = 0 [State -2, 体位リセット] type = VarSet triggerall = Time = 1 trigger1 = StateNo = [1611,1613] trigger2 = StateNo = [1621,1623] trigger3 = StateNo = [1631,1633] trigger4 = StateNo = [1641,1643] trigger5 = StateNo = [1811,1813] trigger6 = StateNo = [1821,1823] trigger7 = StateNo = [1831,1833] trigger8 = StateNo = [1841,1843] trigger9 = StateNo = [1851,1853] trigger10 = StateNo = [1951,1952] trigger11 = StateNo = [7211,7213] trigger12 = StateNo = [7221,7223] trigger13 = StateNo = [7231,7233] trigger14 = StateNo = [7241,7243] v = 22 value = 0 [State -2, 体位リセット] type = VarSet triggerall = Time = 1 trigger1 = StateNo = [1611,1613] trigger2 = StateNo = [1621,1623] trigger3 = StateNo = [1631,1633] trigger4 = StateNo = [1641,1643] trigger5 = StateNo = [1811,1813] trigger6 = StateNo = [1821,1823] trigger7 = StateNo = [1831,1833] trigger8 = StateNo = [1841,1843] trigger9 = StateNo = [1851,1853] trigger10 = StateNo = [1951,1952] trigger11 = StateNo = [7211,7213] trigger12 = StateNo = [7221,7223] trigger13 = StateNo = [7231,7233] trigger14 = StateNo = [7241,7243] v = 23 value = 0 [State -2, 体位リセット] type = VarSet triggerall = Time = 1 trigger1 = StateNo = [1611,1613] trigger2 = StateNo = [1621,1623] trigger3 = StateNo = [1631,1633] trigger4 = StateNo = [1641,1643] trigger5 = StateNo = [1811,1813] trigger6 = StateNo = [1821,1823] trigger7 = StateNo = [1831,1833] trigger8 = StateNo = [1841,1843] trigger9 = StateNo = [1851,1853] trigger10 = StateNo = [1951,1952] trigger11 = StateNo = [7211,7213] trigger12 = StateNo = [7221,7223] trigger13 = StateNo = [7231,7233] trigger14 = StateNo = [7241,7243] v = 24 value = 0 [State -1, ロープ技リセット] type = VarSet trigger1 = ctrl trigger2 = MoveType = H trigger3 = StateNo = [890,891] trigger4 = StateNo = [830,831] v = 30 value = 0 [State -1, ロープ技リセット] type = VarSet trigger1 = ctrl trigger2 = MoveType = H trigger3 = StateNo = [890,891] trigger4 = StateNo = [840,841] v = 31 value = 0 [State -1, ロープ技リセット] type = VarSet trigger1 = ctrl trigger2 = MoveType = H trigger3 = StateNo = [890,891] trigger4 = StateNo = [850,851] v = 32 value = 0 [State -1, ロープ技リセット] type = VarSet trigger1 = ctrl trigger2 = MoveType = H trigger3 = StateNo = [890,891] trigger4 = StateNo = [860,861] v = 33 value = 0 [State -1, 返し技リセット] type = VarSet trigger1 = ctrl trigger2 = MoveType = H trigger3 = StateNo = [890,891] v = 45 value = 0 [State -1, 返し技リセット] type = VarSet trigger1 = ctrl trigger2 = MoveType = H trigger3 = StateNo = [890,891] v = 46 value = 0 [State -1, 返し技リセット] type = VarSet trigger1 = ctrl trigger2 = MoveType = H trigger3 = StateNo = [890,891] v = 47 value = 0 [State -1, 返し技リセット] type = VarSet trigger1 = ctrl trigger2 = MoveType = H trigger3 = StateNo = [890,891] v = 48 value = 0 ;--------------------------------------------------------------------------------- [State -2,エフェクト消し] type = RemoveExplod triggerall = NumExplod(1210) > 0 trigger1 = StateNo != 1210 trigger2 = StateNo = 1210 trigger2 = Vel Y > 0 && Pos Y >= 0 ID = 1210 [State -2,エフェクト消し] type = RemoveExplod triggerall = NumExplod(3110) > 0 trigger1 = StateNo != 3110 ID = 3110 [State -2,エフェクト消し] type = RemoveExplod triggerall = NumExplod(3111) > 0 trigger1 = StateNo != 3111 trigger2 = StateNo = 3111 trigger2 = Vel Y > 0 && Pos Y >= 0 ID = 3111 [State -2,エフェクト消し] type = RemoveExplod triggerall = NumExplod(3311) > 0 trigger1 = StateNo = 3311 trigger1 = Vel Y > 0 && Pos Y >= 0 ID = 3311 ;--------------------------------------------------------------------------------- ;ハイジャンプ [State -2, sysvarを引継ぐ] type = VarSet trigger1 = Var(3) = 1 trigger1 = stateno = 40 trigger1 = AnimTime = 0 var(3) = ifelse(sysvar(1)=0, 2, ifelse(sysvar(1)=1, 3, 4)) [State -2, varをOFFにするステート] type = varset triggerall = Time = 2 trigger1 = stateno = 50 trigger2 = stateno != [40,59] v = 3 value = 0 [State -2, 前にボタンを押してたら前にも加速] type = veladd trigger1 = var(3) = 3 trigger1 = stateno = 50 y = -.6 x = 2 [State -2, 後ろなら後ろに加速] type = veladd trigger1 = var(3) = 4 trigger1 = stateno = 50 y = -.6 x = -2 [State -2, 垂直ジャンプにveladdを使って上に加速] type = veladd trigger1 = var(3) = 2 trigger1 = stateno = 50 y = -3 [State -2, 成功したときの残像] type = AfterImage trigger1 = var(3) >= 1 trigger1 = stateno = 50 time = 20 trans = add1 timegap = 1 framegap = 2 length = 8 palbright = 10,10,10 palcontrast = 255,255,255 palpostbright = 5,5,5 paladd = 0,0,8 palmul = 1,1,1 ;-------------コンボ補正----------------------------------------------------- [State -2, リセット] type = varset triggerall = time > 0 trigger1 = EnemyNear,movetype != H trigger2 = EnemyNear,ctrl trigger3 = StateNo = 1600 fvar(10) = 0 [State -2, 弱補正] type = varadd triggerall = fvar(10) < 0.8 triggerall = movehit = 1 trigger1 = (stateno = [200,205]) || (stateno = 400) || (stateno = 600) trigger2 = (stateno = 301) fvar(10) = 0.01+(fvar(10)*0.2) [State -2, 強補正] type = varadd triggerall = fvar(10) < 0.8 triggerall = movehit = 1 trigger1 = (stateno = 210) || (stateno = 410) || (stateno = 610) fvar(10) = 0.05+(fvar(10)*0.2) [State -2, 浮かせ補正] type = varadd triggerall = fvar(10) < 0.8 triggerall = movehit = 1 trigger1 = (stateno = 220) || (stateno = 310) fvar(10) = 0.15+(fvar(10)*0.2) [State -2, 攻撃力] type = AttackMulSet trigger1 = 1 value = 1-fvar(10) [State -2, 限界値] type = varset trigger1 = fvar(10) > 0.8 fvar(10) = 0.8 ;-------------ボイス関連------------------------------------------------- [State -2, 弱ダメージ] type = PlaySnd triggerall = Time = 1 triggerall = Alive && GameTime % 3 = 0 triggerall = GetHitVar(animtype) = 0 trigger1 = stateno=5000 || stateno=5010 || stateno=5020 trigger2 = stateno = 5070 || stateno = 5080 value = 5000,(Random%2)*10 persistent = 0 channel = 4 lowpriority = 1 [State -2, 中ダメージ] type = PlaySnd triggerall = Time = 1 triggerall = Alive && GameTime % 3 = 0 triggerall = GetHitVar(animtype) = 1 trigger1 = stateno=5000 || stateno=5010 || stateno=5020 trigger2 = stateno = 5070 || stateno = 5080 value = 5000,(Random%3)*10 persistent = 0 channel = 4 lowpriority = 1 [State -2, 強ダメージ] type = PlaySnd triggerall = Time = 1 triggerall = Alive triggerall = GetHitVar(animtype) = [2,5] trigger1 = stateno=5000 || stateno=5010 || stateno=5020 trigger1 = GameTime % 2 = 0 trigger2 = stateno = 5080 trigger2 = GameTime % 2 = 0 trigger3 = stateno = 5070 value = 5000,10+((Random%2)*10) persistent = 0 channel = 4 lowpriority = 1 [State -2, 鼻息] type = PlaySnd triggerall = Alive trigger1 = StateNo = 1020 || StateNo = 1030 || StateNo = 1050 trigger1 = AnimElem = 4,1 trigger2 = StateNo = 1510 || (StateNo = [1530,1550]) trigger2 = AnimElem = 4,1 trigger3 = (StateNo = [1611,1613]) || (StateNo = [1621,1623]) trigger3 = AnimElem = 3,1 trigger4 = (StateNo = [1631,1633]) || (StateNo = [1641,1643]) trigger4 = AnimElem = 2,1 value = 3900,0 [State 0, StopSnd] type = StopSnd trigger1 = time = [0,1] trigger1 = stateno = 0 trigger1 = !ishelper trigger1 = RoundState = 2 channel = 19 [State 0, VarSet] type = null;VarSet triggerall = var(41) trigger1 = stateno = [0,199] trigger2 = MoveType = H v = 41 value = 0 ignorehitpause = 1 [State 0, VarSet] type = VarSet trigger1 = !ishelper trigger1 = RoundState = 2 trigger1 = stateno = [0,199] trigger1 = Enemy,Name = "Bara Delga 3" trigger1 = Enemy,NumPartner = 0 trigger1 = !NumPartner trigger1 = !fvar(39) fv = 39 value = 1 [State 0, VarSet] type = VarSet trigger1 = !ishelper trigger1 = RoundState = 2 trigger1 = stateno = [0,199] trigger1 = Enemy,Name = "Othello" trigger1 = Enemy,NumPartner = 0 trigger1 = !NumPartner trigger1 = !fvar(39) fv = 39 value = 1 [State 0, VarSet] type = VarSet trigger1 = !ishelper trigger1 = RoundState = 2 trigger1 = stateno = [0,199] trigger1 = Enemy,Name = "mo-mo-dainamaitu" trigger1 = Enemy,NumPartner = 0 trigger1 = !NumPartner trigger1 = !fvar(39) fv = 39 value = 1 [State 0, VarSet] type = VarSet trigger1 = !ishelper trigger1 = RoundState = 2 trigger1 = stateno = [0,199] trigger1 = Enemy,Name = "mo-mo-dainamaitu(vore-free)" trigger1 = Enemy,NumPartner = 0 trigger1 = !NumPartner trigger1 = !fvar(39) fv = 39 value = 1 [State 0, CtrlSet] type = CtrlSet trigger1 = !ishelper trigger1 = fvar(39) trigger1 = Enemy,fvar(39) = 2 trigger1 = Enemy,MoveType = H trigger1 = Enemy,stateno != [120,159] trigger1 = RoundState = 2 trigger1 = stateno = [0,119] trigger1 = ctrl value = 0 [State 0, CtrlSet] type = CtrlSet trigger1 = !ishelper trigger1 = RoundState = 3 trigger1 = fvar(39) trigger1 = Enemy,fvar(39) = 2 trigger1 = stateno = [0,119] trigger1 = !ctrl value = 1 [State 0, ChangeState] type = ChangeState trigger1 = !ishelper trigger1 = RoundState = 2 trigger1 = Enemy,NumPartner = 0 trigger1 = p2stateno = 6100 trigger1 = !NumPartner trigger1 = Enemy,fvar(39) = 2 trigger1 = stateno = [0,119] trigger1 = fvar(39) trigger1 = StateType != A value = 10000 ctrl = 0