;--------------------------------------------------------------------------- ;「触手椅子」 [Statedef 1100] ;まずは地面にもぐるところから・・・。 type = S movetype= A physics = S velset = 0,0 anim = 1070 ctrl = 0 sprpriority = 0 [State 1100] ;自分の本物の影を消します。 type = AssertSpecial trigger1 = Time = [0,54] flag = noshadow [State 1100] type = PlaySnd trigger1 = AnimElem = 6 value = 20,5 [State 181, 無敵] type = NotHitBy trigger1 = AnimElem = 3, >= 0 trigger1 = AnimElem = 11, < 0 value = SCA time = 1 [State 1100] ;これは地面にもぐる時に表示するスプライトの影です。 type = Explod trigger1 = Time = 0 anim = 1075 id = 1075 ownpal = 0 sprpriority = 2 pos = 0, 10 postype = p1 bindtime = -1 removeongethit = 1 [State 1100] type = RemoveExplod trigger1 = AnimElem = 11 id = 1075 [State 1100] type = ChangeState trigger1 = AnimTime = 0 value = 1103 ;--------------------------------------------------------------------------- ;相手の足元から出現して投げ判定作動のステートです。 ; [Statedef 1103] type = S movetype= A physics = S juggle = 0 velset = 0,0 ctrl = 0 anim = 1080 sprpriority = 2 [State 1103] type = AssertSpecial trigger1 = Time = [0,35] flag = noshadow [State 1103] ;これは地面から出る時のスプライト影です。 type = Explod trigger1 = AnimElem = 1 anim = 1075 id = 1076 ownpal = 0 sprpriority = 2 bindtime = -1 removeongethit = 1 pos = 0, 10 postype = p1 [State 1103] type = RemoveExplod trigger1 = AnimTime = 0 trigger2 = movehit = 1 id = 1076 [State 1103] type = PosAdd trigger1 = AnimElem = 1 x = P2Dist X [State 1103, ヒット定義(投げ用)] type = HitDef Trigger1 = Time = 0 attr = S, ST ;攻撃属性: これは Standing, Normal Throw(立ち通常投げ) hitflag = HL- ;相手がやられ状態ではない地上の時でしか掴む事が出来ません priority = 2, miss ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません getpower = 60,0 sparkno = -1 ;-1にすればヒットスパークが表示しなくなります p1facing = -1 ;攻撃が当たった時の自分の向き ★6 p2facing = 1 ;攻撃が当たった時の相手の向き guard.dist = 0 fall = 0 ;相手がガード状態に移行出来る距離(現在は0なのでガード不可) [State 1103] type = TargetState trigger1 = movehit = 1 trigger1 = Numtarget value = 1200 [State 1103] type = ChangeState trigger1 = movehit = 1 value = 1110 [State 1103] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; 投げ成功モーション [Statedef 1110] type = S movetype= A physics = N anim = 1081 poweradd = 80 [State 1110, キャラの位置] type = PosAdd trigger1 = Time = 0 trigger1 = FrontEdgeBodyDist >= 50 x = P2Dist X -10 [State 1110, キャラの位置] type = PosAdd trigger1 = Time = 0 trigger1 = FrontEdgeBodyDist <= 50 x = P2Dist X -10 [State 1110,var1] ;触手を動かす回数を管理するvar(1)をリセットします。変える必要は多分無いと思います。 type = VarSet trigger1 = Time = 0 v = 1 value = 0 [State 1110,var3] ;触手を動かす時間を調整するVar(3)をリセットします。 type = VarSet trigger1 = Time = 0 v = 3 value = 0 [State 1110,var4] ;触手の回数増減 type = VarSet trigger1 = Time = 0 trigger1 = power >= 3000 ;パワーが3000以上の時、不要な場合は;で無効にしてください。 v = 4 value = 0 ;好きな数を入れてください。 [State 1110] type = AssertSpecial trigger1 = Time = [0,33] flag = noshadow [State 1110, 掴んだ音を鳴らす] type = PlaySnd trigger1 = AnimElem = 1 value = 1, 1 [State 1110, キャラ位置調整] type = TargetBind trigger1 = p2stateno = 1200 trigger2 = p2stateno = 1220 trigger3 = p2stateno = 1230 pos = 0,-90 [State 1110] ;6フレーム目から画像を一番後ろにします type = Sprpriority trigger1 = AnimElem = 6 value = -4 [State 1110] ;9フレーム目で2pを抑える触手を手前に表示 type = Explod trigger1 = AnimElem = 9 id = 1087 ownpal = 0 sprpriority = -2 pos = 0, 0 postype = p1 bindtime = -1 anim = 1087 ;ボタンを押すと触手がグリグリと・・・ ;何もしないときは2秒(長い?)で開放・・・ ;何か他にアニメーションがあれば新しい派生をつけてもよいかと・・・。 ; [State 1110] type = VarAdd triggerall = time >= Var(3) + 43 trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 v = 1 value = 1 [State 1110] type = RemoveExplod triggerall = time >= Var(3) + 43 triggerall = NumExplod(1087) = 1 triggerall = Var(1) = 1 trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 id = 1087 [State 1110] type = Explod ;triggerall = target,Selfanimexist(15401) = 1 triggerall = time >= Var(3) + 43 triggerall = Var(1) = 1 trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 id = 1501 ownpal = 0 sprpriority = -2 pos = 0, 0 postype = p1 bindtime = -1 anim = 1500 removetime = -1 [State 1110] type = Explod triggerall = time >= Var(3) + 43 ;triggerall = target,Selfanimexist(15401) = 1 triggerall = Var(1) = 1 trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 id = 1091 ownpal = 0 sprpriority = -2 pos = 0, 0 postype = p1 bindtime = -1 anim = 1090 [State 1110] type = Explod triggerall = time >= Var(3) + 43 ;triggerall = target,Selfanimexist(15401) = 1 triggerall = Var(1) = [2, 5 + Var(4)] trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 id = 1500 + Var(1) ownpal = 0 sprpriority = -2 pos = 0, 0 postype = p1 bindtime = -1 anim = 1502 removetime = -1 [State 1110] type = Explod triggerall = time >= Var(3) + 43 ;triggerall = target,Selfanimexist(15401) = 1 triggerall = Var(1) =[2, 5 + Var(4)] trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 id = 1090 + Var(1) ownpal = 0 sprpriority = -2 pos = 0, 0 postype = p1 bindtime = -1 anim = 1092 [State 1110] type = Explod triggerall = time >= Var(3) + 43 ;triggerall = target,Selfanimexist(15401) = 1 triggerall = Var(1) = 6 + Var(4) trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 id = 1506 + Var(1) ownpal = 0 sprpriority = -2 pos = 0, 0 postype = p1 bindtime = -1 anim = 1504 [State 1110] type = Explod triggerall = time >= Var(3) + 43 ;triggerall = target,Selfanimexist(15401) = 1 triggerall = Var(1) = 6 + Var(4) trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 id = 1096 + Var(1) ownpal = 0 sprpriority = -2 pos = 0, 0 postype = p1 bindtime = -1 anim = 1094 [State 1110,remove] type = RemoveExplod triggerall = time >= Var(3) + 43 triggerall = NumExplod(1089 + Var(1)) = 1 triggerall = Var(1) = [2, 6 + Var(4)] trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 ID = 1089 + Var(1) [State 1110,remove] type = RemoveExplod triggerall = time >= Var(3) + 43 triggerall = NumExplod(1499 + Var(1)) = 1 triggerall = Var(1) = [2, 6 + Var(4)] trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 ID = 1499 + Var(1) ;太い触手が出る場合 ;[State 1110] ;type = Explod ;triggerall = time >= Var(3) + 43 ;triggerall = target,Selfanimexist(15401) = 0 ;triggerall = Var(1) = 1 ;trigger1 = Var(51) != 1 ;trigger1 = command = "a" ;trigger2 = Var(51) = 1 ;id = 1081 ;ownpal = 0 ;sprpriority = -2 ;pos = 0, 0 ;postype = p1 ;bindtime = -1 ;anim = 1082 ;[State 1110] ;type = Explod ;triggerall = time >= Var(3) + 43 ;triggerall = target,Selfanimexist(15401) = 0 ;triggerall = Var(1) = [2, 5 + Var(4)] ;trigger1 = Var(51) != 1 ;trigger1 = command = "a" ;trigger2 = Var(51) = 1 ;id = 1080 + Var(1) ;ownpal = 0 ;sprpriority = -2 ;pos = 0, 0 ;postype = p1 ;bindtime = -1 ;anim = 1085 ;[State 1110] ;type = Explod ;triggerall = time >= Var(3) + 43 ;triggerall = target,Selfanimexist(15401) = 0 ;triggerall = Var(1) = 6 + Var(4) ;trigger1 = Var(51) != 1 ;trigger1 = command = "a" ;trigger2 = Var(51) = 1 ;id = 1086 + Var(1) ;ownpal = 0 ;sprpriority = -2 ;pos = 0, 0 ;postype = p1 ;bindtime = -1 ;anim = 1089 ;[State 1110,remove] ;type = RemoveExplod ;triggerall = time >= Var(3) + 43 ;triggerall = target,Selfanimexist(15401) = 0 ;triggerall = NumExplod(1079 + Var(1)) = 1 ;triggerall = Var(1) = [2, 6 + Var(4)] ;trigger1 = Var(51) != 1 ;trigger1 = command = "a" ;trigger2 = Var(51) = 1 ;ID = 1079 + Var(1) [State 1110] type = TargetState triggerall = time >= Var(3) + 43 triggerall = Var(1) < 6 + Var(4) trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 value = 1220 [State 1110] type = TargetState triggerall = time >= Var(3) + 43 triggerall = Var(1) = 6 + Var(4) trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 value = 1230 ;サウンド関係 [State 1110] type = PlaySnd trigger1 = time = Var(3) + 3 trigger1 = Var(1) = 1 value = 20,8 [State 1110] type = PlaySnd triggerall = Var(1) = 1 trigger1 = time = Var(3) + 8 ;trigger2 = target,selfanimexist(15401) = 1 trigger2 = time = Var(3) + 41 value = 20,4 [State 1110] type = PlaySnd triggerall = Var(1) = [2, 5 + Var(4)] trigger1 = time = Var(3) + 8 ;trigger2 = target,selfanimexist(15401) = 1 trigger2 = Time = Var(3) + 33 value = 20,4 [State 1110] type = PlaySnd triggerall = Var(1) = 6 + Var(4) ;trigger1 = target,selfanimexist(15401) = 0 ;trigger1 = Time = Var(3) + 8 ;trigger2 = target,selfanimexist(15401) = 1 trigger1 = Time = Var(3) + 1 value = 20,4 [State 1110] type = PlaySnd ;trigger1 = target,selfanimexist(15401) = 1 trigger1 = Time = Var(3) + 32 trigger1 = Var(1) = 6 + Var(4) value = 20,17 [State 1110] type = VarSet triggerall = time >= Var(3) + 43 triggerall = Var(1) <= 6 + Var(4) trigger1 = Var(51) != 1 trigger1 = command = "a" trigger2 = Var(51) = 1 v = 3 value = time ;何もしないとき [State 1110] type = RemoveExplod trigger1 = Time = Var(3) + 120 ;「時間変更」 trigger1 = power < 3000 ;これを有効にするとパワー3000以上で時間切れ無し trigger2 = target,alive = 1 trigger2 = RoundState = 3 ;trigger3 = power = 3000 ;これを有効にするとパワー3000の時の時間を決めれます。 ;trigger3 = Time = Var(3) + 240 ;「時間変更」 [State 1110] type = TargetState trigger1 = Time = Var(3) + 120 ;「時間変更」 trigger1 = power < 3000 ;これを有効にするとパワー3000以上で時間切れ無し trigger2 = target,alive = 1 trigger2 = RoundState = 3 ;trigger3 = power = 3000 ;これを有効にするとパワー3000の時の時間を決めれます。 ;trigger3 = Time = Var(3) + 240 ;「時間変更」 value = 1250 [State 1110, ステート変更] type = ChangeState trigger1 = Time = Var(3) + 120 ;「時間変更」 trigger1 = power < 3000 ;これを有効にするとパワー3000以上で時間切れ無し trigger2 = target,alive = 1 trigger2 = RoundState = 3 trigger3 = Var(1) >= 6 + Var(4) trigger3 = time = Var(3) + 58 ;trigger4 = power = 3000 ;これを有効にするとパワー3000の時の時間を決めれます。 ;trigger4 = Time = Var(3) + 240 ;「時間変更」 value = 1150 ctrl = 0 ;--------------------------------------------------------------------------- ;変形して元に戻るモーション [Statedef 1150] type = S movetype = A physics = N velset = 0,0 Sprpriority = -4 ctrl = 0 [State 1150] type = ChangeAnim trigger1 = Time = 0 value = 1083 [State 1150] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;--------------------------------------------------------------------------- ; 相手側の投げられモーション1 ; これは固定されているときのモーションです。触手が動いているときのものではありません。 [Statedef 1200] type = A movetype= H physics = N velset = 0,0 sprpriority = -3 [State 4100] ;自分の本物の影を消します。 type = AssertSpecial trigger1 = 1 flag = noshadow [State 1200,画面の固定] type = Screenbound trigger1 = 1 value = 0 [State 1200] type = Sprpriority trigger1 = Time = 0 value = -3 [State 1200, 制御した相手のアニメ] ;太い触手用アニメーション有り type = ChangeAnim trigger1 = SelfAnimExist(15400) = 1 trigger1 = Time = 0 value = 15400 elem = 3 [State 1200, 制御した相手のアニメ] ;細い触手用アニメーション有り type = ChangeAnim trigger1 = SelfAnimExist(15401) = 1 trigger1 = Time >= 0 value = 15401 elem = 1 ;1コマ目を常に表示しています。 [State 1200, 制御した相手のアニメ] ;専用アニメーション無し type = ChangeAnim2 trigger1 = SelfAnimExist(15401) = 0 trigger1 = SelfAnimExist(15400) = 0 trigger1 = Time = 0 value = 1086 elem = 3 ;1086の3コマ目は停止アニメです。 [State 1200,やられ声] type = PlaySnd trigger1 = time = 0 value = 4218,21 channel = 0 ;--------------------------------------------------------------------------- ;投げられ2(ここからが動いているときのモーション。) ; [Statedef 1220] type = A movetype= H physics = N velset = 0,0 sprpriority = -3 [State 1220,画面の固定] type = Screenbound trigger1 = 1 value = 0 [State 4100] ;自分の本物の影を消します。 type = AssertSpecial trigger1 = 1 flag = noshadow [State 1220, 制御した相手のアニメ] ;専用アニメーション有り type = ChangeAnim trigger1 = SelfAnimExist(15400) = 1 trigger1 = Time = 0 value = 15400 [State 1220, 制御した相手のアニメ] ;専用アニメーション無し type = ChangeAnim2 trigger1 = SelfAnimExist(15400) = 0 trigger1 = SelfAnimExist(15401) = 0 Trigger1 = Time = 0 value = 1086 [State 1200, 制御した相手のアニメ] ;専用アニメーション有り type = ChangeAnim triggerall = SelfAnimExist(15401) = 1 trigger1 = Time = 8 trigger1 = Enemy,Var(1) = 0 trigger2 = Enemy,Var(1) != 0 trigger2 = time = 0 value = 15401 [State 1220,やられ声] type = PlaySnd trigger1 = Enemy,Var(1) = 1 trigger1 = SelfAnimExist(15401) = 1 trigger1 = time= 8 trigger2 = Enemy,Var(1) >= 2 trigger2 = SelfAnimExist(15401) = 1 trigger2 = time= 0 value = 4218,21 + (Random % 3) channel = 0 [State 1220] type = LifeAdd trigger1 = Time = 0 trigger1 = life > 30 value = -30 kill = 0 [State 1220] type = PowerAdd trigger1 = Time = 0 value = -60 ;--------------------------------------------------------------------------- ;回数または相手がダウンしたときのフィニッシュ ; [Statedef 1230] type = A movetype= H physics = N velset = 0,0 sprpriority = -3 [State 1230,画面の固定] type = Screenbound trigger1 = 1 value = 0 [State 4100] ;自分の本物の影を消します。 type = AssertSpecial trigger1 = 1 flag = noshadow [State 1230, 制御した相手のアニメ] ;太い触手用 type = ChangeAnim trigger1 = SelfAnimExist(15501) = 0 trigger1 = SelfAnimExist(15400) = 1 Trigger1 = Time = 0 value = 15400 [State 1230, 制御した相手のアニメ] ;細い触手用 type = ChangeAnim Trigger1 = Time = 0 trigger1 = SelfAnimExist(15501) = 1 value = 15501 [State 1230, 制御した相手のアニメ] ;専用アニメーション無し type = ChangeAnim2 trigger1 = SelfAnimExist(15501) = 0 trigger1 = SelfAnimExist(15400) = 0 Trigger1 = Time = 0 value = 1086 [State 1230] type = LifeAdd trigger1 = Time = 0 value = -30 [State 1230] type = PowerAdd trigger1 = Time = 0 value = -60 [State 1220,やられ声] type = PlaySnd trigger1 = time = 0 trigger1 = alive = 1 value = 4218,21 channel = 0 [State 1220,やられ声] type = PlaySnd trigger1 = time = 32 trigger1 = alive = 1 value = 11,0 channel = 0 [State 1220,89] type = ChangeState trigger1 = time = 32 trigger1 = SelfAnimExist(15501) = 1 trigger2 = SelfAnimExist(15501) = 0 trigger2 = time = 28 value = 1250 ;--------------------------------------------------------------------------- ; 相手側の投げられモーション2 [Statedef 1250] type = A movetype= H physics = N velset = -4,-5 [State 1250,画面の固定] type = Screenbound trigger1 = 1 value = 0 [State 1250, 速度加算] ;重力 type = VelAdd Trigger1 = 1 y = .4 [State 1250, ステート変更] type = ChangeState triggerall = Vel Y > 0 ;★7 triggerall = Pos Y >= -20 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5200 ;common1.cns参照 [State 1250, 制御解除して相手のステートに戻す] type = SelfState triggerall = Vel Y > 0 triggerall = alive triggerall = CanRecover trigger1 = Command = "recovery" value = 5210 ;common1.cns参照 [State 1250, 制御解除して相手のステートに戻す] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;common1.cns参照