;バオ●624必殺投げ(派生なげ) [StateDef 4501] type = S movetype = A physics = S poweradd = 50 velset = 0,0 anim = 4002 ctrl = 0 ;[State 3000, 超必殺技発動の時間停止] ;type = SuperPause ;trigger1 = time = 0 ;pos = 25, -57 ;anim = 100 ;sound = 20, 0 ;poweradd = -1000 [State 4501, 1] type = NotHitBy trigger1 = time < 3 value = SCA [State 4501, 2] type = HitDef trigger1 = Time = 0 attr = S, ST hitflag = M priority = 1, Miss getpower = 60, 0 damage = 0, 0 sparkno = -1 p1facing = 1 p2facing = 1 guardflag = N pausetime = 0, 0 hitsound = s1, 5 p1stateno = 5999;18391 p2stateno = 6199;4520 guard.dist = 0 fall = 1 [State 4501, 3] type = PosAdd trigger1 = AnimElem = 7 x = 10 [State 4501, 3] type = PosAdd trigger1 = AnimElem = 8 x = 11 [State 4501, 3] type = PosAdd trigger1 = AnimElem = 9 x = 16 [State 4501, つかみ時間リセット] type = VarSet trigger1 = 1 v = 57 value = 0 [State 4501, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------ ;ラストの攻撃 ;------------------------------------------ [StateDef 4502] type = S movetype = A phsyics = S velset = 0,0 anim = 3450 ctrl = 0 sprpriority = 2 [state 50000] type = Turn trigger1 = ceil(p2dist x) < 0 ignorehitpause = 1 [State 3420] type = Targetbind trigger1 = Time = 0 pos = 30,0 [state 50000] type = Turn trigger1 = ceil(p2dist x) < 0 ignorehitpause = 1 [State 3401] type = NotHitBy trigger1 = 1 value = SCA [State 3420] type = Explod trigger1 = Time = 0 trigger1 = Numexplod(4502) = 0 anim = 3410 id = 4502 sprpriority = -1 postype = p1 bindtime = 1 pos = 30,0 removetime = 9 [State 3420] type = Explod trigger1 = Time >= 9 trigger1 = Numexplod(4503) = 0 anim = 3421 id = 4503 sprpriority = -1 postype = p1 bindtime = 1 pos = 30,0 removetime = 114 [State 3420] type = PlaySnd trigger1 = time = 8 value = 20,16 [State 3420] type = Targetbind trigger1 = Time >= 8 && Time < 12 pos = 47,-82 [State 3420] type = Targetbind trigger1 = Time >= 12 && Time < 16 pos = 30,-132 [State 3420] type = Targetbind trigger1 = Time >= 16 && Time < 59 pos = 30,-132 [State 3401] type = ChangeAnim trigger1 = time = 51 value = 3460 [State 3401] type = targetState trigger1 = time = 8 value = 3500 ctrl = 0 [State 3420] type = TargetState trigger1 = Time = 59 value = 4506 [State 3420] type = Explod trigger1 = Time = 59 anim = 1400 id = 1400 sprpriority = 0 postype = p1 bindtime = -1 pos = 38,-132 [State 3420] type = PlaySnd trigger1 = Time = 59 value = 20,17 [State 3420] type = RemoveExplod trigger1 = Time = 67 id = 1400 [State 3510] type = TargetState trigger1 = time = 67 value = 3520 [State 3420] type = RemoveExplod trigger1 = Time = 125 id = 4503 [State 3401] type = ChangeState trigger1 = time = 125 value = 0 ctrl = 1 ;------------------------------------------ ;ラストの攻撃(相手) ;------------------------------------------ [StateDef 4505] type = S movetype = H phsyics = S velset = 0,0 ctrl = 0 sprpriority = 2 [State 4501, 3] type = Posset trigger1 = Time = 0 y = 0 [state 50000] type = Turn trigger1 = ceil(p2dist x) < 0 ignorehitpause = 1 [State 4501, 3] type = Changeanim trigger1 = SelfAnimExist(5300) = 1 trigger1 = Time = 0 value = 5300 [State 4501, 3] type = Changeanim trigger1 = SelfAnimExist(5300) = 0 trigger1 = Time = 0 value = 0 [State 4501, 3] type = selfState trigger1 = Time >= 200 value = 5100 ;--------------------------------------------------------------------------- [Statedef 4506] type = A movetype= H physics = N velset = 0,0 [State 3510,画面の固定] type = Screenbound trigger1 = time >= 0 value = 1 [State 3500] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(180124) = 1 ;専用やられがあるとき trigger1 = var(20) = 1 || var(20) = 2 || var(20) = 0 Value = 180124 [State 3500] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(180129) = 1 ;専用やられがあるとき trigger1 = var(20) > 2 Value = 180129 [State 3510] type = ChangeAnim2 trigger1 = Time = 0 trigger1 = SelfAnimExist(15700) = 0 value = 3500 [State 3510,ダメージ] type = Lifeadd trigger1 = Time = 5 value = -10 [State 3510] ;悲鳴設定 type = PlaySnd trigger1 = Time = 5 value = 4218,22 channel = 0 [State 3510] ;悲鳴設定(放り投げられる時) type = PlaySnd trigger1 = time = 49 trigger1 = alive = 1 value = 11,0 channel = 0 [Statedef 4507] type = L movetype= H physics = N [State 5110, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5110, 1] type = ChangeAnim persistent = 0 trigger1 = Time = 0 value = 36699 [State 3510] ;悲鳴設定(放り投げられる時) type = PlaySnd trigger1 = time = 8 trigger1 = alive = 1 value = 4218,21 channel = 2 [State 5110, 4] type = HitFallDamage trigger1 = Time = 0 [State 5110, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 5110, Var] ;Get fall velocity type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) [State 5110, 6] type = PlaySnd trigger1 = Time = 0 trigger1 = !SysVar(0) value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5110, 7] type = GameMakeAnim trigger1 = Time = 0 trigger1 = !SysVar(0) value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5110, 8] type = VelSet trigger1 = Time = 0 y = 0 [State 5110, 11] ;recovery type = SelfState trigger1 = enemynear,var(21) = 0 trigger1 = Time = 30 value = 5101 ctrl = 1 [State 5110, 11] ;recovery type = SelfState trigger1 = enemynear,var(21) >= 1 trigger1 = Time = 450 value = 5120 ctrl = 1 [State 5110, 11] ;recovery type = SelfState trigger1 = Time = 500 value = 5120 ctrl = 1 [State 5110, 12] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 5110, 13] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5110, 14] type = ForceFeedback trigger1 = alive trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 5110, 15] type = ForceFeedback trigger1 = !alive trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine ;---------------------------------------------------------------------------- ;Breeder catch [dom] ;---------------------------------------------------------------------------- [Statedef 5999] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = I ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 ctrl = 0 anim = 3341 sprpriority = 5 [State 5999] type = VarSet trigger1 = 1 var(21) = 0 [state 6000] type = VarSet trigger1 = 1 var(40) = 1 ;ランダム待機時間 [State 6001,VarSet] type = VarSet trigger1 = 1 var(34) = 10 ;画面効果有無フラグ [state 6000] type = VarSet trigger1 = 1 var(35) = 0 ;オート回数 [state 6000] type = VarSet trigger1 = 1 var(37) = 0 [state 6000] type = VarSet trigger1 = 1 var(13) = 1 ;ランダム待機時間 [State 6001,VarSet] type = VarSet trigger1 = 1 var(6) = 10 ;画面効果有無フラグ [state 6000] type = VarSet trigger1 = 1 var(35) = 0 ;オート回数 [state 6000] type = VarSet trigger1 = 1 var(37) = 0 ;---------------------------- ;終了処理 ;---------------------------- [State 6000,BindToTarget] type = BindToTarget trigger1 = var(13) = 1 pos = 0, 20,food ; [Back Layer] [State 600,Explod] type = Explod trigger1 = time = 0 anim = 3340 ID = 3340 pos = 0, 0 postype = p1 removetime = 100 sprpriority = 3 removeongethit = 1 [State 6000,] type = PlaySnd trigger1 = time = 20 value = 20,12 [State 6000,] type = PlaySnd trigger1 = time = 25 value = 5010,28 [State 6000,] type = PlaySnd trigger1 = time = 99 value = 5010,43 [State 1075] type = SuperPause trigger1 = time = 98 pos = -10, -58 movetime = 99 time = 40 sound = 20, 0 poweradd = -1000 [State 6000] type = ChangeState trigger1 = time = 100 value = 6000 ;---------------------------------------------------------------------------- ;前処理 ;---------------------------------------------------------------------------- [Statedef 6000] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = I ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 ctrl = 0 anim = 2223 sprpriority = 5 [State 6000,] type = PlaySnd trigger1 = time = 2 value = 195,0 ---------- ;初期変数設定 ;---------------------------- ;体位 [state 6000] type = VarSet trigger1 = 1 var(40) = 1 ;ランダム待機時間 [State 6001,VarSet] type = VarSet trigger1 = 1 var(34) = 10 ;画面効果有無フラグ [state 6000] type = VarSet trigger1 = 1 var(35) = 0 ;オート回数 [state 6000] type = VarSet trigger1 = 1 var(37) = 0 [state 6000] type = VarSet trigger1 = 1 var(13) = 1 ;ランダム待機時間 [State 6001,VarSet] type = VarSet trigger1 = 1 var(6) = 10 ;画面効果有無フラグ [state 6000] type = VarSet trigger1 = 1 var(35) = 0 ;オート回数 [state 6000] type = VarSet trigger1 = 1 var(37) = 0 ;---------------------------- ;終了処理 ;---------------------------- [State 6000,BindToTarget] type = BindToTarget trigger1 = var(13) = 1 pos = 0, 20,food ; pull [State 6000,] type = PlaySnd trigger1 = animelem = 4 value = 20,12 ; splurting [State 6000,] type = PlaySnd trigger1 = animelem = 6 || animelem = 8 value = 8150,3 ; evil laugh [State 6000,] type = PlaySnd trigger1 = animelem = 9 value = 180,0 ; first insertion [State 6000,] type = PlaySnd trigger1 = animelem = 10 value = 5010, 23 ; [Back Layer] [State 600,Explod] type = Explod trigger1 = time = 0 anim = 3343 ID = 3343 pos = 0, 0 postype = p1 removetime = 200 sprpriority = 3 removeongethit = 1 [State 6000] type = ChangeState trigger1 = time = 200 value = 6001 ;---------------------------------------------------------------------------- ;プレイヤー側 待機 ;---------------------------------------------------------------------------- [Statedef 6001] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 ctrl = 0 ;---------------------------- ;まんぐり透過スイッチ ;---------------------------- [State 6001, 透過スイッチ用] type = Varadd triggerall = var(51) = 0 triggerall = Var(41) <= 1 trigger1 = command = "manguri8" trigger1 = Anim = [2249,2253] trigger2 = command = "slime4" trigger2 = Anim = [2260,2264] var(41) = 1 [State 6001, 透過スイッチ用] type = VarSet triggerall = var(51) = 0 trigger1 = Var(41) >= 2 var(41) = 0 ;AI用 [State 6001, AI時] type = Trans triggerall = var(51) = 1 trigger1 = Anim = [2249,2253] trigger2 = Anim = [2260,2264] trans = addalpha alpha = 100, 120 [State 6001, 透過] type = Trans triggerall = var(51) = 0 triggerall = Var(41) = 0 trigger1 = Anim = [2249,2253] trigger2 = Anim = [2260,2264] trans = addalpha alpha = 100, 120 [State 6001, 不透過] type = Trans triggerall = var(51) = 0 triggerall = Var(41) = 1 trigger1 = Anim = [2249,2253] trigger2 = Anim = [2260,2264] trans = none ;---------------------------- ;初期設定 ;---------------------------- ;ラウンド終了しない [State 6001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover ;オート回数設定 [State 6001, varset] type = varset trigger1 = var(37) = 0 trigger1 = roundstate >= 3 var(36) = random%20 [State 6001, varset] type = varset trigger1 = var(37) = 0 trigger1 = roundstate >= 3 var(37) = 100+var(36) ;待機時間設定 [State 6001,VarSet] type = VarSet trigger1 = time = 0 var(38) = var(34)+(random%3) ;---------------------------- ;スプライト設定 ;---------------------------- ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = time >= 0 ;体位ごとに必要なスプライトを表示 [State 6001,Explod] type = Explod trigger1 = var(40) = 1 anim = 2224 ID = 2224 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 removeongethit = 1 [State 6001,Explod] type = Explod trigger1 = var(40) = 2 anim = 2249 ID = 2249 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 [State 6001,Explod] type = Explod trigger1 = var(40) = 3 anim = 2260 ID = 2260 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 [State 6001,Explod] type = Explod trigger1 = var(40) = 4 anim = 27230 ID = 27230 pos = 0, 0 ontop = 1 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 ;---------------------------- ;アニメ設定 ;---------------------------- ;体位ごとに表示優先度を設定 [State 6001,ChangeAnim] type = SprPriority trigger1 = var(40) = 1 || var(40) = 4 value = 3 [State 6001,ChangeAnim] type = SprPriority trigger1 = var(40) = 2 || var(40) = 3 value = 5 ;体位ごとに表示するアニメを設定 [State 6001,ChangeAnim] type = ChangeAnim trigger1 = var(40) = 1 value = 3344 [State 6001,ChangeAnim] type = ChangeAnim trigger1 = var(40) = 2 value = 2249 [State 6001,ChangeAnim] type = ChangeAnim trigger1 = var(40) = 3 value = 2260 [State 6001,ChangeAnim] type = ChangeAnim trigger1 = var(40) = 4 value = 7230 ;体位ごとに表示する位置調整 [State 6001,BindToTarget] type = BindToTarget trigger1 = var(40) = 1 id = -1 pos = 0, 20,food [State 6001,BindToTarget] type = BindToTarget trigger1 = var(40) = 2 id = -1 pos = 0, 24,food [State 6001,BindToTarget] type = BindToTarget trigger1 = var(40) = 3 id = -1 pos = -5, 35,food [State 6001,BindToTarget] type = BindToTarget trigger1 = var(40) = 4 id = -1 pos = 1, 23,food ;---------------------------- ;追加コマンド処理 ;---------------------------- ;オート回数設定 [State 6001, 追加コマンドx] type = varset trigger1 = command = "x" var(36) = random%20 [State 6001, 追加コマンドx] type = varset trigger1 = command = "x" var(37) = 100+var(36) ;オート解除 [State 6001, 追加コマンド] type = varset trigger1 = command = "hold_y" || command = "hold_z" || command = "hold_a" || command = "hold_b" var(37) = 0 ;画面効果有無設定 [State 6001, 追加コマンドs] type = varset trigger1 = command = "start" var(35) = 1 - var(35) [State 6001, playsnd] type = playsnd trigger1 = command = "start" trigger1 = var(35) = 1 channel = 3 value = 11,0 lowpriority = 1 ;体位変更 [State 6001, 追加コマンドFF] type = PlaySnd trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 4 trigger1 = command = "holdfwd" value = 2, 10 [State 6001, TargetState] type = TargetState trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 4 trigger1 = command = "holdfwd" value = 6201 [State 6001, varset] type = varset trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 4 trigger1 = command = "holdfwd" var(40) = 1 [State 6001, 追加コマンドBB] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4 trigger1 = command = "holdup" value = 2, 10 [State 6001, TargetState] type = TargetState trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4 trigger1 = command = "holdup" value = 6206 [State 6001, varset] type = varset trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4 trigger1 = command = "holdup" var(40) = 2 [State 6001, 追加コマンドUU] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4 trigger1 = command = "holdback" value = 2, 10 [State 6001, TargetState] type = TargetState trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4 trigger1 = command = "holdback" value = 6211 [State 6001, varset] type = varset trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4 trigger1 = command = "holdback" var(40) = 3 [State 6001, 追加コマンドDD] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 trigger1 = command = "holddown" value = 2, 10 [State 6001, TargetState] type = TargetState trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 trigger1 = command = "holddown" value = 6216 [State 6001, varset] type = varset trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 trigger1 = command = "holddown" var(40) = 4 ;速度設定 [State 6001, 追加コマンドy] type = VarSet triggerall = time > var(38) trigger1 = command = "y" trigger2 = command = "hold_y" trigger3 = var(37) = [81,100+var(36)] var(39) = 1 [State 6001, 追加コマンドa] type = VarSet triggerall = time > var(38) trigger1 = command = "a" trigger2 = command = "hold_a" trigger3 = var(37) = [61-var(36),80] var(39) = 2 [State 6001, 追加コマンドb] type = VarSet triggerall = time > var(38) trigger1 = command = "b" trigger2 = command = "hold_b" trigger3 = var(37) = [20+var(36),60-var(36)] var(39) = 3 [State 6001, 追加コマンドc] type = VarSet triggerall = time > var(38) trigger1 = command = "c" trigger2 = command = "hold_c" trigger3 = var(37) = [1,20+var(36)] var(39) = 4 ;ステート移動 [State 6001, TargetState] type = TargetState trigger1 = time > var(38) value = 6195+(var(40)*5)+(1+var(39)) [State 6001, ChangeState] type = ChangeState trigger1 = time > var(38) value = 6000+1+var(39) ;---------------------------- ;画面効果処理 ;---------------------------- ;残像 [State 3510, AfterImage] type = AfterImage trigger1 = 1 time = -1*var(35) ;---------------------------- ;終了処理 ;---------------------------- [State 3510, RemoveExplod] type = varset trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" var(40) = 0 ;スプライト消去 [State 3510, RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" ;縦位置初期化 [State 3510, ステート変更] type = Posset trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" y = 0 ;ステート移動 [State 3510, TargetState] type = TargetState trigger1 = time > 0 trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" value = 4507 [State 3510, ChangeState] type = ChangeState trigger1 = time > 0 trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" value = 105 ;ctrl = 1 ;---------------------------------------------------------------------------- ;プレイヤー側 ピストン ;---------------------------------------------------------------------------- [Statedef 6002] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;まんぐり透過スイッチ ;---------------------------- [State 6001, 透過スイッチ用] type = Varadd triggerall = var(51) = 0 triggerall = Var(41) <= 1 trigger1 = command = "manguri8" trigger1 = Anim = [2249,2253] trigger2 = command = "slime4" trigger2 = Anim = [2260,2264] var(41) = 1 [State 6001, 透過スイッチ用] type = VarSet triggerall = var(51) = 0 trigger1 = Var(41) >= 2 var(41) = 0 ;AI用 [State 6001, AI時] type = Trans triggerall = var(51) = 1 trigger1 = Anim = [2249,2253] trigger2 = Anim = [2260,2264] trans = addalpha alpha = 100, 120 [State 6001, 透過] type = Trans triggerall = var(51) = 0 triggerall = Var(41) = 0 trigger1 = Anim = [2249,2253] trigger2 = Anim = [2260,2264] trans = addalpha alpha = 100, 120 [State 6001, 不透過] type = Trans triggerall = var(51) = 0 triggerall = Var(41) = 1 trigger1 = Anim = [2249,2253] trigger2 = Anim = [2260,2264] trans = none ;---------------------------- ;初期設定 ;---------------------------- ;ラウンド終了しない、KOボイス(11,0)流れない、KO時にスローにならない [State 6002, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover flag2 = nokosnd flag3 = nokoslow ;---------------------------- ;スプライト設定 ;---------------------------- ;スプライト消去 [State 6002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 ;体位ごとに必要なスプライトを表示 [State 6002] type = Explod trigger1 = time = 0 trigger1 = var(40) = 1 anim = 2224+var(39) pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 2 trigger1 = var(40) = 1 anim = 4444 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 [State 6001,Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 2 anim = 2249+var(39) pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 [State 6001,Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 3 anim = 2260+var(39) pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 [State 6002] type = Explod trigger1 = time = 0 trigger1 = var(40) = 4 anim = 27230+var(39) pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = animelem = 3 trigger1 = var(40) = 4 anim = 37230+(var(39)*(1+random%2)) ID = 37230 pos = 0, 0 ontop = 1 postype = p1 removetime = -2 bindtime = -1 ;---------------------------- ;アニメ設定 ;---------------------------- ;体位ごとに表示するアニメを設定 [State 6002] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 1 value = 3344+var(39) [State 6002] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 2 value = 2249+var(39) [State 6002] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 3 value = 2260+var(39) [State 6002] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 4 value = 7230+var(39) ;---------------------------- ;音声再生処理 ;---------------------------- ;効果音 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 1 || var(40) = 2 value = 8150, 21+ (Random % 9) channel = 15 volume = 1000000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 3 value = 8150, 29+ (Random % 5) channel = 15 volume = 1000000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 4 value = 8150, 4+ (Random % 4) channel = 15 volume = 1000000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 value = 8150, 0 channel = 10 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 value = 8150, 1 channel = 11 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 value = 8150, 2 channel = 12 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 value = 8150, 3 channel = 13 volume = 5000 ;プレイヤー音声 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = random%20 = 0 value = 100, 0 channel = 3 lowpriority = 1 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;画面効果有無設定 [State 6002, 追加コマンドs] type = varset trigger1 = command = "start" var(35) = 1 - var(35) [State 6001, playsnd] type = playsnd trigger1 = command = "start" trigger1 = var(35) = 1 channel = 3 value = 11,0 lowpriority = 1 ;---------------------------- ;画面効果処理 ;---------------------------- ;残像 [State 6002, AfterImage] type = AfterImage trigger1 = 1 time = -1*var(35) ;土埃 [State 6100,MakeDust] type = MakeDust trigger1 = AnimElem = 2 trigger1 = var(40) = 0 trigger1 = var(35) = 1 pos = -20, -87 pos2 = -10, -47 spacing = 3 ; 画面揺れ [State 6002,7] type = EnvShake trigger1 = AnimElem = 2 trigger1 = var(35) = 1 time = 10 freq = 180 ampl = -2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;ヒット数 [State 6002,7] type = HitAdd trigger1 = AnimElem = 2 value = 1 ;パワー増加 [State 6002,7] type = PowerAdd trigger1 = AnimElem = 2 value = 200-var(39)*30 ;---------------------------- ;終了処理 ;---------------------------- ;オート回数減少 [State 6002, varadd] type = varadd trigger1 = var(37) > 0 trigger1 = AnimElem = 2 var(37) = -1 ;ランダム待機時間上限リセット [State 6001,VarSet] type = Varset trigger1 = AnimTime = 0 trigger1 = var(33) != var(39) var(34) = 5 ;今回の速度を保管 [State 6001,VarSet] type = Varset trigger1 = AnimTime = 0 var(33) = var(39) ;速度リセット [State 6001,VarSet] type = VarSet trigger1 = AnimTime = 0 var(39) = 0 ;ランダム待機時間上限減少 [State 6001,VarSet] type = Varadd trigger1 = random%5 = 1 trigger1 = var(34) > 1 var(34) = -1 ;ステート移動 待機に戻る [State 3511, TargetState] type = TargetState trigger1 = time > 0 trigger1 = AnimTime = 0 value = 6196+var(40)*5 [State 3511, p1ステート変更] type = ChangeState trigger1 = time > 0 trigger1 = AnimTime = 0 value = 6001 ;---------------------------------------------------------------------------- ;処理を[statedef 6002]にまとめてるので移動のみ ;---------------------------------------------------------------------------- [Statedef 6003] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない [state 6003] type = changestate trigger1 = time = 0 value = 6002 ;---------------------------------------------------------------------------- ;処理を[statedef 6002]にまとめてるので移動のみ ;---------------------------------------------------------------------------- [Statedef 6004] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない [state 6004] type = changestate trigger1 = time = 0 value = 6002 ;---------------------------------------------------------------------------- ;プレイヤー側 射精 ;---------------------------------------------------------------------------- [Statedef 6005] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;まんぐり透過スイッチ ;---------------------------- [State 6001, 透過スイッチ用] type = Varadd triggerall = var(51) = 0 triggerall = Var(41) <= 1 trigger1 = command = "manguri8" trigger1 = Anim = [2249,2253] trigger2 = command = "slime4" trigger2 = Anim = [2260,2264] var(41) = 1 [State 6001, 透過スイッチ用] type = VarSet triggerall = var(51) = 0 trigger1 = Var(41) >= 2 var(41) = 0 ;AI用 [State 6001, AI時] type = Trans triggerall = var(51) = 1 trigger1 = Anim = [2249,2253] trigger2 = Anim = [2260,2264] trans = addalpha alpha = 100, 120 [State 6001, 透過] type = Trans triggerall = var(51) = 0 triggerall = Var(41) = 0 trigger1 = Anim = [2249,2253] trigger2 = Anim = [2260,2264] trans = addalpha alpha = 100, 120 [State 6001, 不透過] type = Trans triggerall = var(51) = 0 triggerall = Var(41) = 1 trigger1 = Anim = [2249,2253] trigger2 = Anim = [2260,2264] trans = none ;---------------------------- ;初期設定 ;---------------------------- ;ラウンド終了しない、KOボイス(11,0)流れない [State 6005, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover ;flag2 = nokosnd ;---------------------------- ;スプライト設定 ;---------------------------- ;スプライト消去 [State 6005, RemoveExplod] type = RemoveExplod trigger1 = time = 0 ;体位ごとに表示するスプライトを設定 ;犬やられ [State 6005, Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 1 anim = 2228 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ID = 2228 [State 6005, Explod] type = Explod trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 trigger1 = var(40) = 1 anim = 4444 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 ID = 4444 ;まんぐりやられ [State 6001,Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 2 anim = 2253 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 ID = 2253 [State 6002] type = Explod trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 trigger1 = var(40) = 2 anim = 37240+ (Random % 2) id = 37240 pos = 0, 0 postype = p1 removetime = 90 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = AnimElem = 6 || AnimElem = 12 || AnimElem = 20 || AnimElem = 28 || AnimElem = 36 trigger1 = var(40) = 2 anim = 37240+ (Random % 2) id = 37240 pos = -5, -5 postype = p1 removetime = 90 sprpriority = 5 bindtime = -1 ;スラピスやられ [State 6001,Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 3 anim = 2264 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 ID = 2264 ;突き上げやられ [State 6005, Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 4 anim = 27234 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ID = 27234 [State 6005, Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 4 anim = 37237 pos = 0, 0 ontop = 1 postype = p1 removetime = -2 bindtime = -1 ID = 37237 ;---------------------------- ;アニメ設定 ;---------------------------- ;体位ごとに表示するアニメを設定 [State 6005, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 1 value = 3348 [State 6005, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 2 value = 2253 [State 6005, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 3 value = 2264 [State 6005, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 4 value = 7234 ;---------------------------- ;音声再生処理 ;---------------------------- ;効果音 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 channel = 11 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = 0, 6 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 1, 2 channel = 15 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 value = 8150, 21+ (random%10) channel = 13 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 || AnimElem = 7 || AnimElem = 15 || AnimElem = 23 || AnimElem = 31 trigger1 = var(40) = 1 || var(40) = 2 value = 8150, 30+ (random%2) channel = 16 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 45 value = 8150, 7 channel = 14 volume = 5000 ;---------------------------- ;画面効果処理 ;---------------------------- ;スーパーポーズ [State 6005, SuperPause] type = SuperPause triggerall = roundstate = 2 triggerall = var(35) = 1 triggerall = var(40) = 1 trigger1 = time = 0 time = 60 sound = S1,4 pos = -10,-47 [State 6005, SuperPause] type = SuperPause triggerall = roundstate = 2 triggerall = var(35) = 1 triggerall = var(40) = 2 trigger1 = time = 0 time = 60 sound = S1,4 pos = 1,-45 [State 6005, SuperPause] type = SuperPause triggerall = roundstate = 2 triggerall = var(35) = 1 triggerall = var(40) = 3 trigger1 = time = 0 time = 60 sound = S1,4 pos = -20,-55 [State 6005, SuperPause] type = SuperPause triggerall = roundstate = 2 triggerall = var(35) = 1 triggerall = var(40) = 4 trigger1 = time = 0 time = 60 sound = S1,4 pos = 1,-45 ;画面揺れ [State 6005, EnvShake] type = EnvShake triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 freq = 180 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;パワー増加 [State 6005, PlaySnd] type = PowerAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 ;ヒット数増加 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 1 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;画面効果有無設定 [State 6005, 追加コマンドs] type = varset trigger1 = command = "start" var(35) = 1 - var(35) [State 6001, playsnd] type = playsnd trigger1 = command = "start" trigger1 = var(35) = 1 channel = 3 value = 4,1 lowpriority = 1 ;体位変更 [State 6005, 変数変更] type = varset trigger1 = command = "holdfwd" trigger1 = AnimTime = 0 var(40) = 1 [State 6005, 変数変更] type = varset trigger1 = command = "holdup" trigger1 = AnimTime = 0 var(40) = 2 [State 6005, 変数変更] type = varset trigger1 = command = "holdback" trigger1 = AnimTime = 0 var(40) = 3 [State 6005, 変数変更] type = varset trigger1 = command = "holddown" trigger1 = AnimTime = 0 var(40) = 4 [State 6005, 掴む音] type = PlaySnd trigger1 = command = "holdfwd" || command = "holdback" ||command = "holdup" ||command = "holddown" trigger1 = AnimTime = 0 persistent = 0 value = 2, 10 ;---------------------------- ;終了処理 ;---------------------------- ;画面効果無し [State 6005, varset] type = varset trigger1 = animtime = 0 var(35) = 0 ;速度リセット [State 6001,VarSet] type = VarSet trigger1 = AnimTime = 0 var(39) = 0 ;オート回数リセット [State 6001, varset] type = varset trigger1 = var(37) > 0 trigger1 = animtime = 0 var(36) = random%20 [State 6001, varset] type = varset trigger1 = var(37) > 0 trigger1 = animtime = 0 var(37) = 100+var(36) ;ランダム待機時間リセット [State 6001,VarSet] type = VarSet trigger1 = animtime = 0 var(34) = 10 [State 4614, Explod] type = Explod trigger1 = var(40) = 1 trigger1 = NumExplod(6616) = 0 trigger1 = target,life <= 0 trigger1 = target,selfanimexist(3000732) = 1 anim = 21105 ID = 21105 pos = -20, -40 ;random = 2, 2 postype = p1 scale = 1, 1 sprpriority = 6 ontop = 0 removetime = 150 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 2 trigger1 = NumExplod(6616) = 0 trigger1 = target,life <= 0 trigger1 = target,selfanimexist(3000732) = 1 anim = 21105 ID = 21105 pos = -20, -50 ;random = 2, 2 postype = p1 scale = 1, 1 sprpriority = 6 ontop = 0 removetime = 150 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 3 trigger1 = NumExplod(6616) = 0 trigger1 = target,life <= 0 trigger1 = target,selfanimexist(3000732) = 1 anim = 21105 ID = 21105 pos = -20, -70 ;random = 2, 2 postype = p1 scale = 1, 1 sprpriority = 6 ontop = 0 removetime = 150 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 4 trigger1 = NumExplod(6616) = 0 trigger1 = target,life <= 0 trigger1 = target,selfanimexist(3000732) = 1 anim = 21105 ID = 21105 pos = -20, -60 ;random = 2, 2 postype = p1 scale = 1, 1 sprpriority = 6 ontop = 0 removetime = 150 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 1 || var(40) = 2 trigger1 = var(20) = 1 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(180105) = 1 trigger1 = time = 220 anim = 21106 ID = 21106 pos = 60, -40 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 1 || var(40) = 2 trigger1 = var(20) = 2 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(180105) = 1 trigger1 = time = 220 anim = 21107 ID = 21107 pos = 60, -40 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 1 || var(40) = 2 trigger1 = var(20) = 3 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(180105) = 1 trigger1 = time = 220 anim = 21108 ID = 21108 pos = 60, -40 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 160 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 3 || var(40) = 4 trigger1 = var(20) = 1 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(180105) = 1 trigger1 = time = 220 anim = 21106 ID = 21106 pos = 60, -80 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 3 || var(40) = 4 trigger1 = var(20) = 2 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(180105) = 1 trigger1 = time = 220 anim = 21107 ID = 21107 pos = 60, -80 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 3 || var(40) = 4 trigger1 = var(20) = 3 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(180105) = 1 trigger1 = time = 220 anim = 21108 ID = 21108 pos = 60, -80 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 160 bindtime = 1 persistent = 0 [State 6000,] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 || var(40) = 4 trigger1 = var(20) = 1 || var(20) = 2 trigger1 = time = 220 trigger1 = target,selfanimexist(180105) = 1 value = 20,2 channel = 2 volume = 100000 [State 6000,] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 || var(40) = 4 trigger1 = var(20) = 3 trigger1 = time = 220 || time = 260 || time = 300 || time = 340 trigger1 = target,selfanimexist(180105) = 1 value = 20,2 channel = 2 volume = 100000 [State 6000,] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 || var(40) = 4 trigger1 = var(20) = 3 trigger1 = time = 370 trigger1 = target,selfanimexist(180105) = 1 value = 5010,15 channel = 2 volume = 100000 ;ステート変更 待機状態 [State 6005, TargetState] type = TargetState trigger1 = AnimTime = 0 trigger1 = target,life <= 0 value = 6230 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 2228 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 4444 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 2253 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 2264 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 27234 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 37237 [State -2, 0] type = varset trigger1 = AnimTime = 0 trigger1 = target,life <= 0 v = 40 value = 0 [State 6005, ChangeState] type = ChangeState trigger1 = AnimTime = 0 trigger1 = target,life <= 0 value = 105 ;ステート変更 待機状態 [State 6005, TargetState] type = TargetState trigger1 = AnimTime = 0 value = 6196+var(40)*5 [State 6005, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 6001 ;---------------------------------------------------------------------------- ;Breeder catch [sub] ;---------------------------------------------------------------------------- [Statedef 6199] type = A movetype = H physics = N velset = 0,0 sprpriority = 4 [State 6000,] type = PlaySnd trigger1 = time = 20 value = 4218,21 [State 6000,] type = PlaySnd trigger1 = time = 99 value = 4218,22 [State 6200] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180098) = 1 value = 180098 [State 6200] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180098) = 0 value = 3342 [State 6200] type = ChangeState Trigger1 = Time = 100 value = 6200 [Statedef 6200] type = A movetype = H physics = N velset = 0,0 sprpriority = 4 ; first insertion [State 6000,] type = PlaySnd trigger1 = time = 160 value = 4649,0 [State 6200, LifeAdd] type = LifeAdd trigger1 = AnimElem = 10 value = -10 kill = 0 [State 6200] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180099) = 1 value = 180099 [State 6200] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180099) = 0 value = 2233 [State 6200] type = ChangeState Trigger1 = Time = 200 value = 6201 ;---------------------------------------------------------------------------- ;相手側 犬やられ 待機 ;---------------------------------------------------------------------------- [Statedef 6201] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 sprpriority = 4 ;---------------------------- ;初期設定 ;---------------------------- ;y軸リセット [State 6201] type = posset Trigger1 = Time = 0 y = 0 ;---------------------------- ;アニメ設定 ;---------------------------- [State 6201, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180100) = 1 Trigger1 = SelfAnimExist(180105) = 1 Trigger1 = enemynear,var(20) > 2 value = 180105 [State 6201, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180100) = 1 Trigger1 = SelfAnimExist(180105) = 0 Trigger1 = enemynear,var(20) > 2 value = 180100 [State 6201, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180100) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180100 [State 6201, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180100) = 0 value = 2234 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;抵抗音声再生 [State 6201,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5))))) channel = 31 lowpriority = 1 [State 6201,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down" value = 5963, 0+random%10 channel = 31 lowpriority = 1 ;---------------------------------------------------------------------------- ;相手側 犬やられ ピストン 速度1 ;---------------------------------------------------------------------------- [Statedef 6202] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6202, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180101) = 1 Trigger1 = SelfAnimExist(180106) = 1 Trigger1 = enemynear,var(20) > 2 value = 180106 [State 6202, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180101) = 1 Trigger1 = SelfAnimExist(180106) = 0 Trigger1 = enemynear,var(20) > 2 value = 180101 [State 6202, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180101) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180101 [State 6202, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180101) = 0 value = 2235 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6202] type = StopSnd trigger1 = AnimElem = 2 channel = 31 ;喘ぎ音声再生 4218.100~114 [State 6202, 悲鳴100~114] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 15 channel = 30 lowpriority = 2 [State 6202, 悲鳴100~111] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 12 channel = 30 lowpriority = 2 [State 6202, 悲鳴100~108] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 9 channel = 30 lowpriority = 2 [State 6202, 悲鳴100~105] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 6 channel = 30 lowpriority = 2 [State 6202, 悲鳴100~102] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6202, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6202, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180105) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6202, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180105) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6202, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 犬やられ ピストン 速度2 ;---------------------------------------------------------------------------- [Statedef 6203] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6203, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180102) = 1 Trigger1 = SelfAnimExist(180107) = 1 Trigger1 = enemynear,var(20) > 2 value = 180107 [State 6203, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180102) = 1 Trigger1 = SelfAnimExist(180107) = 0 Trigger1 = enemynear,var(20) > 2 value = 180102 [State 6203, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180102) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180102 [State 6203, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180102) = 0 value = 2236 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6203] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.200~214 [State 6203, 悲鳴200~214] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 15 channel = 30 lowpriority = 2 [State 6203, 悲鳴200~211] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 12 channel = 30 lowpriority = 2 [State 6203, 悲鳴200~208] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 9 channel = 30 lowpriority = 2 [State 6203, 悲鳴200~205] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 6 channel = 30 lowpriority = 2 [State 6203, 悲鳴200~202] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6203, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6203, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180106) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6203, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180106) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6203, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 trigger1 = life > 10 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 犬やられ ピストン 速度3 ;---------------------------------------------------------------------------- [Statedef 6204] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6204, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180103) = 1 Trigger1 = SelfAnimExist(180108) = 1 Trigger1 = enemynear,var(20) > 2 value = 180108 [State 6204, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180103) = 1 Trigger1 = SelfAnimExist(180108) = 0 Trigger1 = enemynear,var(20) > 2 value = 180103 [State 6204, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180103) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180103 [State 6204, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180103) = 0 value = 2237 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6204] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.300~314 [State 6204, 悲鳴300~314] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 15 channel = 30 lowpriority = 2 [State 6204, 悲鳴300~311] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 12 channel = 30 lowpriority = 2 [State 6204, 悲鳴300~308] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 9 channel = 30 lowpriority = 2 [State 6204, 悲鳴300~305] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 6 channel = 30 lowpriority = 2 [State 6204, 悲鳴300~302] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6204, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6204, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180108) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6204, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180108) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6204, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 ;;trigger1 = life > 10 value = -2 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 犬やられ 射精 ;---------------------------------------------------------------------------- [Statedef 6205] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6205, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180104) = 1 Trigger1 = SelfAnimExist(180109) = 1 Trigger1 = enemynear,var(20) > 2 value = 180109 [State 6205, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180104) = 1 Trigger1 = SelfAnimExist(180109) = 0 Trigger1 = enemynear,var(20) > 2 value = 180104 [State 6205, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180104) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180104 [State 6204, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180104) = 0 value = 2238 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6205] type = StopSnd trigger1 = time = 0 channel = 31 [State 6205] type = PlaySnd trigger1 = time = 0 value = 4649, 0 channel = 33 lowpriority = 2 [State 6205, 悲鳴1] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,23 channel = 30 lowpriority = 2 [State 6205, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,21 + random % 3 channel = 30 lowpriority = 2 [State 6205, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180109) = 0 trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,21 + random % 3 channel = 30 lowpriority = 2 [State 6205, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180109) = 1 trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,24 + random % 5 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6205, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = -5 absolute = 1 kill = 0 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 32 value = -10 absolute = 1 [State 6220, LifeAdd] type = LifeAdd triggerall = enemynear,var(35)>= 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 absolute = 1 kill = 1 ;[State 6064, 体力減少] ;type = Lifeset ;trigger1 = AnimElem = 32 ;trigger1= Random < 500 ;value = 0 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し 待機 ;---------------------------------------------------------------------------- [Statedef 6206] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 sprpriority = 4 ;---------------------------- ;アニメ設定 ;---------------------------- [State 6206, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180110) = 1 Trigger1 = SelfAnimExist(180115) = 1 Trigger1 = enemynear,var(20) > 2 value = 180115 [State 6206, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180110) = 1 Trigger1 = SelfAnimExist(180115) = 0 Trigger1 = enemynear,var(20) > 2 value = 180110 [State 6206, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180110) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180110 [State 6206, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180110) = 0 value = 12249 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;抵抗音声再生 [State 6206,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5))))) channel = 31 lowpriority = 1 [State 6206,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down" value = 5963, 0+random%10 channel = 31 lowpriority = 1 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し ピストン 速度1 ;---------------------------------------------------------------------------- [Statedef 6207] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6207, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180111) = 1 Trigger1 = SelfAnimExist(180116) = 1 Trigger1 = enemynear,var(20) > 2 value = 180116 [State 6207, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180111) = 1 Trigger1 = SelfAnimExist(180116) = 0 Trigger1 = enemynear,var(20) > 2 value = 180111 [State 6207, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180111) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180111 [State 6207, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180111) = 0 value = 12250 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6207] type = StopSnd trigger1 = AnimElem = 2 channel = 31 ;喘ぎ音声再生 4218.100~114 [State 6207, 悲鳴100~114] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 15 channel = 30 lowpriority = 2 [State 6207, 悲鳴100~111] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 12 channel = 30 lowpriority = 2 [State 6207, 悲鳴100~108] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 9 channel = 30 lowpriority = 2 [State 6207, 悲鳴100~105] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 6 channel = 30 lowpriority = 2 [State 6207, 悲鳴100~102] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6207, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6207, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180116) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6207, 悲鳴21~29] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180116) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し ピストン 速度2 ;---------------------------------------------------------------------------- [Statedef 6208] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6208, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180112) = 1 Trigger1 = SelfAnimExist(180117) = 1 Trigger1 = enemynear,var(20) > 2 value = 180117 [State 6208, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180112) = 1 Trigger1 = SelfAnimExist(180117) = 0 Trigger1 = enemynear,var(20) > 2 value = 180112 [State 6208, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180112) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180112 [State 6208, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180112) = 0 value = 12251 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6208] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.200~214 [State 6208, 悲鳴200~214] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 15 channel = 30 lowpriority = 2 [State 6208, 悲鳴200~211] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 12 channel = 30 lowpriority = 2 [State 6208, 悲鳴200~208] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 9 channel = 30 lowpriority = 2 [State 6208, 悲鳴200~205] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 6 channel = 30 lowpriority = 2 [State 6208, 悲鳴200~202] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6208, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6208, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180117) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6208, 悲鳴21~29] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180117) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し ピストン 速度3 ;---------------------------------------------------------------------------- [Statedef 6209] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6209, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180113) = 1 Trigger1 = SelfAnimExist(180118) = 1 Trigger1 = enemynear,var(20) > 2 value = 180118 [State 6209, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180113) = 1 Trigger1 = SelfAnimExist(180118) = 0 Trigger1 = enemynear,var(20) > 2 value = 180113 [State 6209, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180113) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180113 [State 6209, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180113) = 0 value = 12252 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6209] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.300~314 [State 6209, 悲鳴300~314] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 15 channel = 30 lowpriority = 2 [State 6209, 悲鳴300~311] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 12 channel = 30 lowpriority = 2 [State 6209, 悲鳴300~308] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 9 channel = 30 lowpriority = 2 [State 6209, 悲鳴300~305] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 6 channel = 30 lowpriority = 2 [State 6209, 悲鳴300~302] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6209, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6209, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180118) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6209, 悲鳴21~29] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180118) = 1 trigger1 = AnimElem = 3 value = 4218,24 + random % 3 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6209, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 ;;trigger1 = life > 10 value = -2 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し 射精 ;---------------------------------------------------------------------------- [Statedef 6210] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6210, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180114) = 1 Trigger1 = SelfAnimExist(180119) = 1 Trigger1 = enemynear,var(20) > 2 value = 180119 [State 6210, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (180114) = 1 Trigger1 = SelfAnimExist(180119) = 0 Trigger1 = enemynear,var(20) > 2 value = 180114 [State 6210, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180114) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180114 [State 6210, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180114) = 0 value = 12253 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6210] type = StopSnd trigger1 = time = 0 channel = 31 [State 6210] type = PlaySnd trigger1 = time = 0 value = 4649, 0 channel = 33 lowpriority = 2 [State 6210, 悲鳴1] type = PlaySnd trigger1 = AnimElem = 3 value = 4219,23 channel = 30 lowpriority = 2 [State 6210, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,21 + random % 3 channel = 30 lowpriority = 2 [State 6210, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180119) = 0 trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,21 + random % 3 channel = 30 lowpriority = 2 [State 6210, 悲鳴21~29] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180119) = 1 trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,24 + random % 3 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = -5 absolute = 1 kill = 0 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 32 value = -10 absolute = 1 [State 6220, LifeAdd] type = LifeAdd triggerall = enemynear,var(35)>= 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 absolute = 1 kill = 1 ;[State 6064, 体力減少] ;type = Lifeset ;trigger1 = AnimElem = 32 ;trigger1= Random < 500 ;value = 0 ;---------------------------------------------------------------------------- ;相手側 スラピス 待機 ;---------------------------------------------------------------------------- [Statedef 6211] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 sprpriority = 4 ;---------------------------- ;初期設定 ;---------------------------- ;y軸リセット [State 6211] type = posset Trigger1 = Time = 0 y = 10 ;---------------------------- ;アニメ設定 ;---------------------------- [State 6211, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180120) = 1 Trigger1 = SelfAnimExist(180125) = 1 Trigger1 = enemynear,var(20) > 2 value = 180125 [State 6211, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180120) = 1 Trigger1 = SelfAnimExist(180125) = 0 Trigger1 = enemynear,var(20) > 2 value = 180120 [State 6211, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180120) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180120 [State 6211, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180120) = 0 value = 12260 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;抵抗音声再生 [State 6211,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5))))) channel = 31 lowpriority = 1 [State 6211,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down" value = 5963, 0+random%10 channel = 31 lowpriority = 1 ;---------------------------------------------------------------------------- ;相手側 スラピス ピストン 速度1 ;---------------------------------------------------------------------------- [Statedef 6212] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6212, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180121) = 1 Trigger1 = SelfAnimExist(180126) = 1 Trigger1 = enemynear,var(20) > 2 value = 180126 [State 6212, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180121) = 1 Trigger1 = SelfAnimExist(180126) = 0 Trigger1 = enemynear,var(20) > 2 value = 180121 [State 6212, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180121) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180121 [State 6212, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180121) = 0 value = 12261 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6212] type = StopSnd trigger1 = AnimElem = 2 channel = 31 ;喘ぎ音声再生 4218.100~114 [State 6212, 悲鳴100~114] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 15 channel = 30 lowpriority = 2 [State 6212, 悲鳴100~111] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 12 channel = 30 lowpriority = 2 [State 6212, 悲鳴100~108] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 9 channel = 30 lowpriority = 2 [State 6212, 悲鳴100~105] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 6 channel = 30 lowpriority = 2 [State 6212, 悲鳴100~102] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6212, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6212, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 スラピス ピストン 速度2 ;---------------------------------------------------------------------------- [Statedef 6213] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6213, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180122) = 1 Trigger1 = SelfAnimExist(180127) = 1 Trigger1 = enemynear,var(20) > 2 value = 180127 [State 6213, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180122) = 1 Trigger1 = SelfAnimExist(180127) = 0 Trigger1 = enemynear,var(20) > 2 value = 180122 [State 6213, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180122) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180122 [State 6213, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180122) = 0 value = 12262 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6213] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.200~214 [State 6213, 悲鳴200~214] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 15 channel = 30 lowpriority = 2 [State 6213, 悲鳴200~211] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 12 channel = 30 lowpriority = 2 [State 6213, 悲鳴200~208] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 9 channel = 30 lowpriority = 2 [State 6213, 悲鳴200~205] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 6 channel = 30 lowpriority = 2 [State 6213, 悲鳴200~202] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6213, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6213, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(180127) = 0 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6213, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(180127) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6213, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 スラピス ピストン 速度3 ;---------------------------------------------------------------------------- [Statedef 6214] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6214, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180123) = 1 Trigger1 = SelfAnimExist(180128) = 1 Trigger1 = enemynear,var(20) > 2 value = 180128 [State 6214, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180123) = 1 Trigger1 = SelfAnimExist(180128) = 0 Trigger1 = enemynear,var(20) > 2 value = 180123 [State 6214, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180123) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180123 [State 6214, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180123) = 0 value = 12263 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6214] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.300~314 [State 6214, 悲鳴300~314] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 15 channel = 30 lowpriority = 2 [State 6214, 悲鳴300~311] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 12 channel = 30 lowpriority = 2 [State 6214, 悲鳴300~308] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 9 channel = 30 lowpriority = 2 [State 6214, 悲鳴300~305] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 6 channel = 30 lowpriority = 2 [State 6214, 悲鳴300~302] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6214, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6214, 悲鳴21~22] type = PlaySnd Trigger1 = SelfAnimExist(180128) = 0 trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6214, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(180128) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6214, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 ;;trigger1 = life > 10 value = -2 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 スラピス 射精 ;---------------------------------------------------------------------------- [Statedef 6215] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180124) = 1 Trigger1 = SelfAnimExist(180129) = 1 Trigger1 = enemynear,var(20) > 2 value = 180129 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180124) = 1 Trigger1 = SelfAnimExist(180129) = 0 Trigger1 = enemynear,var(20) > 2 value = 180124 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180124) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180124 [State 6216, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180124) = 0 value = 12264 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6215] type = StopSnd trigger1 = time = 0 channel = 31 [State 6215] type = PlaySnd trigger1 = time = 0 value = 4649, 0 channel = 33 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random%3 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = SelfAnimExist(180129) = 0 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random%3 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = SelfAnimExist(180129) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6215, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = -5 absolute = 1 kill = 0 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 32 value = -10 absolute = 1 [State 6220, LifeAdd] type = LifeAdd triggerall = enemynear,var(35)>= 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 absolute = 1 kill = 1 ;[State 6064, 体力減少] ;type = Lifeset ;trigger1 = AnimElem = 32 ;trigger1= Random < 500 ;value = 0 ;---------------------------------------------------------------------------- ;相手側 突き上げ 待機 ;---------------------------------------------------------------------------- [Statedef 6216] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 sprpriority = 4 ;---------------------------- ;初期設定 ;---------------------------- ;y軸リセット [State 6216] type = posset Trigger1 = Time = 0 y = 0 ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180130) = 1 Trigger1 = SelfAnimExist(180135) = 1 Trigger1 = enemynear,var(20) > 2 value = 180135 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180130) = 1 Trigger1 = SelfAnimExist(180135) = 0 Trigger1 = enemynear,var(20) > 2 value = 180130 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180130) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180130 [State 6216, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180130) = 0 value = 17230 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;抵抗音声再生 [State 6216,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5))))) channel = 31 lowpriority = 1 [State 6216,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down" value = 5963, 0+random%10 channel = 31 lowpriority = 1 ;---------------------------------------------------------------------------- ;相手側 突き上げ ピストン 速度1 ;---------------------------------------------------------------------------- [Statedef 6217] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180131) = 1 Trigger1 = SelfAnimExist(180136) = 1 Trigger1 = enemynear,var(20) > 2 value = 180136 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180131) = 1 Trigger1 = SelfAnimExist(180136) = 0 Trigger1 = enemynear,var(20) > 2 value = 180131 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180131) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180131 [State 6216, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180131) = 0 value = 17231 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6217] type = StopSnd trigger1 = AnimElem = 2 channel = 31 ;喘ぎ音声再生 4218.100~114 [State 6217, 悲鳴100~114] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 15 channel = 30 lowpriority = 2 [State 6217, 悲鳴100~111] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 12 channel = 30 lowpriority = 2 [State 6217, 悲鳴100~108] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 9 channel = 30 lowpriority = 2 [State 6217, 悲鳴100~105] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 6 channel = 30 lowpriority = 2 [State 6217, 悲鳴100~102] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6217, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6217, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180136) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6217, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(180136) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6217, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -2 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 突き上げ ピストン 速度2 ;---------------------------------------------------------------------------- [Statedef 6218] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180132) = 1 Trigger1 = SelfAnimExist(180137) = 1 Trigger1 = enemynear,var(20) > 2 value = 180137 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180132) = 1 Trigger1 = SelfAnimExist(180137) = 0 Trigger1 = enemynear,var(20) > 2 value = 180132 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180132) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180132 [State 6216, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180132) = 0 value = 17232 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6218] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.200~214 [State 6218, 悲鳴200~214] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 15 channel = 30 lowpriority = 2 [State 6218, 悲鳴200~211] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 12 channel = 30 lowpriority = 2 [State 6218, 悲鳴200~208] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 9 channel = 30 lowpriority = 2 [State 6218, 悲鳴200~205] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 6 channel = 30 lowpriority = 2 [State 6218, 悲鳴200~202] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(180137) = 0 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(180137) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6203, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -2 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 突き上げ ピストン 速度3 ;---------------------------------------------------------------------------- [Statedef 6219] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180133) = 1 Trigger1 = SelfAnimExist(180138) = 1 Trigger1 = enemynear,var(20) > 2 value = 180138 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180133) = 1 Trigger1 = SelfAnimExist(180138) = 0 Trigger1 = enemynear,var(20) > 2 value = 180133 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180133) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180133 [State 6216, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180133) = 0 value = 17233 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6219] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.300~314 [State 6219, 悲鳴300~314] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 15 channel = 30 lowpriority = 2 [State 6219, 悲鳴300~311] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 12 channel = 30 lowpriority = 2 [State 6219, 悲鳴300~308] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 9 channel = 30 lowpriority = 2 [State 6219, 悲鳴300~305] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 6 channel = 30 lowpriority = 2 [State 6219, 悲鳴300~302] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd Trigger1 = SelfAnimExist(180138) = 0 trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(180138) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6219, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = -2 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 突き上げ 射精 ;---------------------------------------------------------------------------- [Statedef 6220] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180134) = 1 Trigger1 = SelfAnimExist(180139) = 1 Trigger1 = enemynear,var(20) > 2 value = 180139 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180134) = 1 Trigger1 = SelfAnimExist(180139) = 0 Trigger1 = enemynear,var(20) > 2 value = 180134 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180134) = 1 Trigger1 = enemynear,var(20) <= 2 value = 180134 [State 6216, やられ側に専用airがない場合] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180134) = 0 value = 17234 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6220] type = StopSnd trigger1 = time = 0 channel = 31 [State 6220] type = PlaySnd trigger1 = time = 0 value = 4649, 0 channel = 33 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,23 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) > 2 value = 4218,26 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random%3 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = SelfAnimExist(180139) = 0 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random%3 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = SelfAnimExist(180139) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = -5 absolute = 1 kill = 0 [State 6220, LifeAdd] type = LifeAdd triggerall = enemynear,var(35)>= 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 absolute = 1 kill = 1 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 32 value = -10 absolute = 1 [State 6220, LifeAdd] type = LifeAdd triggerall = enemynear,var(35)>= 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 absolute = 1 kill = 1 ;[State 6064, 体力減少] ;type = Lifeset ;trigger1 = AnimElem = 32 ;trigger1= Random < 500 ;value = 0 ;---------------------------------------------------------------------------- ;受精KO 相手 ;---------------------------------------------------------------------------- [Statedef 6230] type = S movetype = H physics = N velset = 0,0 SprPriority = -2 [State 51220,3,画面の固定] type = Screenbound trigger1 = 1 value = 0 [State 6230, ] type = PosSet trigger1 = time = 0 y = 0 [State 1699, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(36699) trigger1 = time = 0 value = 36699 [State 1695, 汎用アニメ] type = ChangeAnim trigger1 = !SelfAnimExist(36699) trigger1 = time = 0 value = 5110 [State 1695, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(36698) trigger1 = Time = 0 anim = 36698 ID = 36698 facing = 1 bindtime = ifelse(Alive,270,20) removetime = -1 pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale)) ;pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ownpal = 0 IgnoreHitPause = 0 [State 6230,1];ステートを変更 type = ChangeState trigger1 = Time > 0 value = 5150 ;~Baomaru 2~ ;バオ●624必殺投げ(派生なげ) [StateDef 14501] type = S movetype = A physics = S poweradd = 50 velset = 0,0 anim = 4002 ctrl = 0 ;[State 3000] ;type = SuperPause ;trigger1 = time = 0 ;pos = 25, -57 ;anim = 100 ;sound = 20, 0 [State 4501, 1] type = NotHitBy trigger1 = time < 3 value = SCA [State 4501, 2] type = HitDef trigger1 = Time = 0 attr = S, ST hitflag = M priority = 1, Miss getpower = 60, 0 damage = 0, 0 sparkno = -1 p1facing = 1 p2facing = 1 guardflag = N pausetime = 0, 0 hitsound = s1, 5 p1stateno = 15999 p2stateno = 16199 guard.dist = 0 fall = 1 [State 4501, 3] type = PosAdd trigger1 = AnimElem = 7 x = 10 [State 4501, 3] type = PosAdd trigger1 = AnimElem = 8 x = 11 [State 4501, 3] type = PosAdd trigger1 = AnimElem = 9 x = 16 [State 4501, つかみ時間リセット] type = VarSet trigger1 = 1 v = 57 value = 0 [State 4501, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------ ;ラストの攻撃 ;------------------------------------------ [StateDef 14502] type = S movetype = A phsyics = S velset = 0,0 anim = 3450 ctrl = 0 sprpriority = 2 [state 50000] type = Turn trigger1 = ceil(p2dist x) < 0 ignorehitpause = 1 [State 3420] type = Targetbind trigger1 = Time = 0 pos = 30,0 [state 50000] type = Turn trigger1 = ceil(p2dist x) < 0 ignorehitpause = 1 [State 3401] type = NotHitBy trigger1 = 1 value = SCA [State 3420] type = Explod trigger1 = Time = 0 trigger1 = Numexplod(4502) = 0 anim = 3410 id = 4502 sprpriority = -1 postype = p1 bindtime = 1 pos = 30,0 removetime = 9 [State 3420] type = Explod trigger1 = Time >= 9 trigger1 = Numexplod(4503) = 0 anim = 3421 id = 4503 sprpriority = -1 postype = p1 bindtime = 1 pos = 30,0 removetime = 114 [State 3420] type = PlaySnd trigger1 = time = 8 value = 20,16 [State 3420] type = Targetbind trigger1 = Time >= 8 && Time < 12 pos = 47,-82 [State 3420] type = Targetbind trigger1 = Time >= 12 && Time < 16 pos = 30,-132 [State 3420] type = Targetbind trigger1 = Time >= 16 && Time < 59 pos = 30,-132 [State 3401] type = ChangeAnim trigger1 = time = 51 value = 3460 [State 3401] type = targetState trigger1 = time = 8 value = 3500 ctrl = 0 [State 3420] type = TargetState trigger1 = Time = 59 value = 14506 [State 3420] type = Explod trigger1 = Time = 59 anim = 1400 id = 1400 sprpriority = 0 postype = p1 bindtime = -1 pos = 38,-132 [State 3420] type = PlaySnd trigger1 = Time = 59 value = 20,17 [State 3420] type = RemoveExplod trigger1 = Time = 67 id = 1400 [State 3510] type = TargetState trigger1 = time = 67 value = 3520 [State 3420] type = RemoveExplod trigger1 = Time = 125 id = 4503 [State 3401] type = ChangeState trigger1 = time = 125 value = 0 ctrl = 1 ;------------------------------------------ ;ラストの攻撃(相手) ;------------------------------------------ [StateDef 14505] type = S movetype = H phsyics = S velset = 0,0 ctrl = 0 sprpriority = 2 [State 4501, 3] type = Posset trigger1 = Time = 0 y = 0 [state 50000] type = Turn trigger1 = ceil(p2dist x) < 0 ignorehitpause = 1 [State 3500] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(180124) = 1 ;専用やられがあるとき trigger1 = var(20) = 1 || var(20) = 2 || var(20) = 0 Value = 180124 [State 3500] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(180129) = 1 ;専用やられがあるとき trigger1 = var(20) > 2 Value = 180129 [State 4501, 3] type = Changeanim trigger1 = SelfAnimExist(5300) = 1 trigger1 = Time = 0 value = 5300 [State 4501, 3] type = Changeanim trigger1 = SelfAnimExist(5300) = 0 trigger1 = Time = 0 value = 0 [State 4501, 3] type = selfState trigger1 = Time >= 200 value = 5100 ;--------------------------------------------------------------------------- [Statedef 14506] type = A movetype= H physics = N velset = 0,0 [State 3510,画面の固定] type = Screenbound trigger1 = time >= 0 value = 1 [State 3500] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(180124) = 1 ;専用やられがあるとき trigger1 = var(20) = 1 || var(20) = 2 || var(20) = 0 Value = 180124 [State 3500] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(180129) = 1 ;専用やられがあるとき trigger1 = var(20) > 2 Value = 180129 [State 3510] type = ChangeAnim2 trigger1 = Time = 0 trigger1 = SelfAnimExist(15700) = 0 value = 3500 [State 3510,ダメージ] type = Lifeadd trigger1 = Time = 5 value = -10 [State 3510] ;悲鳴設定 type = PlaySnd trigger1 = Time = 5 value = 4218,22 channel = 0 [State 3510] ;悲鳴設定(放り投げられる時) type = PlaySnd trigger1 = time = 49 trigger1 = alive = 1 value = 11,0 channel = 0 ;---------------------------------------------------------------------------- ;Breeder catch [dom] ;---------------------------------------------------------------------------- [Statedef 15999] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = I ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 ctrl = 0 anim = 3341 sprpriority = 5 [State 15999] type = VarSet trigger1 = 1 var(21) = 0 [state 6000] type = VarSet trigger1 = 1 var(40) = 1 ;ランダム待機時間 [State 6001,VarSet] type = VarSet trigger1 = 1 var(34) = 10 ;画面効果有無フラグ [state 6000] type = VarSet trigger1 = 1 var(35) = 0 ;オート回数 [state 6000] type = VarSet trigger1 = 1 var(37) = 0 [state 6000] type = VarSet trigger1 = 1 var(13) = 1 ;ランダム待機時間 [State 6001,VarSet] type = VarSet trigger1 = 1 var(6) = 10 ;画面効果有無フラグ [state 6000] type = VarSet trigger1 = 1 var(35) = 0 ;オート回数 [state 6000] type = VarSet trigger1 = 1 var(37) = 0 ;---------------------------- ;終了処理 ;---------------------------- [State 6000,BindToTarget] type = BindToTarget trigger1 = var(13) = 1 pos = 0, 20,food ; [Back Layer] [State 600,Explod] type = Explod trigger1 = time = 0 anim = 3340 ID = 3340 pos = 0, 0 postype = p1 removetime = 100 sprpriority = 3 removeongethit = 1 [State 6000,] type = PlaySnd trigger1 = time = 20 value = 20,12 [State 6000,] type = PlaySnd trigger1 = time = 25 value = 5010,28 [State 1075] type = SuperPause trigger1 = time = 98 pos = -10, -58 movetime = 99 time = 40 sound = 20, 0 poweradd = -1000 [State 6000,] type = PlaySnd trigger1 = time = 99 value = 5010,43 [State 6000] type = ChangeState trigger1 = time = 100 value = 16000 ;---------------------------------------------------------------------------- ;前処理 ;---------------------------------------------------------------------------- [Statedef 16000] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = I ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 ctrl = 0 anim = 7239 sprpriority = 3 ---------- ;初期変数設定 ;---------------------------- ;体位 [state 6000] type = VarSet trigger1 = 1 var(40) = 1 ;ランダム待機時間 [State 6001,VarSet] type = VarSet trigger1 = 1 var(34) = 10 ;画面効果有無フラグ [state 6000] type = VarSet trigger1 = 1 var(35) = 0 ;オート回数 [state 6000] type = VarSet trigger1 = 1 var(37) = 0 [state 6000] type = VarSet trigger1 = 1 var(13) = 1 ;ランダム待機時間 [State 6001,VarSet] type = VarSet trigger1 = 1 var(6) = 10 ;画面効果有無フラグ [state 6000] type = VarSet trigger1 = 1 var(35) = 0 ;オート回数 [state 6000] type = VarSet trigger1 = 1 var(37) = 0 ;---------------------------- ;終了処理 ;---------------------------- [State 6000,BindToTarget] type = BindToTarget trigger1 = var(13) = 1 pos = 0, 20,food ; evil laugh [State 6000,] type = PlaySnd trigger1 = time = 10 value = 180,0 ; first insertion [State 6000,] type = PlaySnd trigger1 = animelem = 6 value = 5010, 23 ; [Arms] [State 70001, Explod] type = Explod trigger1 = time = 0 anim = 27239 ID = 27239 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 removeongethit = 0 ignorehitpause = 0 ; [Phallus] [State 70001, Explod] type = Explod trigger1 = time = 0 anim = 27238 ID = 27238 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 8 bindtime = -1 removeongethit = 0 ignorehitpause = 0 [State 6000] type = ChangeState Trigger1 = Time = 108 value = 16001 ;---------------------------------------------------------------------------- ;プレイヤー側 待機 ;---------------------------------------------------------------------------- [Statedef 16001] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 ctrl = 0 ;---------------------------- ;まんぐり透過スイッチ ;---------------------------- [State 6001, 透過スイッチ用] type = Varadd triggerall = var(51) = 0 triggerall = Var(41) <= 1 trigger1 = command = "manguri8" trigger1 = Anim = [6005,6009] trigger2 = command = "slime4" trigger2 = Anim = [7250,7254] var(41) = 1 [State 6001, 透過スイッチ用] type = VarSet triggerall = var(51) = 0 trigger1 = Var(41) >= 2 var(41) = 0 ;---------------------------- ;初期設定 ;---------------------------- ;ラウンド終了しない [State 6001, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover ;オート回数設定 [State 6001, varset] type = varset trigger1 = var(37) = 0 trigger1 = roundstate >= 3 var(36) = random%20 [State 6001, varset] type = varset trigger1 = var(37) = 0 trigger1 = roundstate >= 3 var(37) = 100+var(36) ;待機時間設定 [State 6001,VarSet] type = VarSet trigger1 = time = 0 var(38) = var(34)+(random%3) ;---------------------------- ;スプライト設定 ;---------------------------- ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = time >= 0 ;体位ごとに必要なスプライトを表示 [State 6001,Explod] type = Explod trigger1 = var(40) = 4 anim = 3265 ID = 3265 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 removeongethit = 1 [State 6001,Explod] type = Explod trigger1 = var(40) = 4 anim = 3270 ID = 3270 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 [State 6001,Explod] type = Explod trigger1 = var(40) = 2 anim = 6005 ID = 6005 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 [State 6001,Explod] ; Added for BlowJob back sprite type = Explod trigger1 = var(40) = 2 anim = 6000 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = -3 bindtime = -1 removeongethit = 1 [State 6001,Explod] type = Explod trigger1 = var(40) = 3 anim = 7250 ID = 7250 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = -3 bindtime = -1 removeongethit = 1 [State 6001,Explod] type = Explod trigger1 = var(40) = 1 anim = 7245 ID = 7245 pos = 0, 0 ontop = 1 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 ;---------------------------- ;アニメ設定 ;---------------------------- ;体位ごとに表示優先度を設定 [State 6001,ChangeAnim] type = SprPriority trigger1 = var(40) = 1 || var(40) = 3 value = 3 [State 6001,ChangeAnim] type = SprPriority trigger1 = var(40) = 4 value = 1 [State 6001,ChangeAnim] type = SprPriority trigger1 = var(40) = 2 value = 5 ;体位ごとに表示するアニメを設定 [State 6001,ChangeAnim] type = ChangeAnim trigger1 = var(40) = 4 value = 3260 [State 6001,ChangeAnim] type = ChangeAnim trigger1 = var(40) = 2 value = 6005 [State 6001,ChangeAnim] type = ChangeAnim trigger1 = var(40) = 3 value = 7250 [State 6001,ChangeAnim] type = ChangeAnim trigger1 = var(40) = 1 value = 7240 ;体位ごとに表示する位置調整 [State 6001,BindToTarget] type = BindToTarget trigger1 = var(40) = 4 id = -1 pos = 0, 20,food [State 6001,BindToTarget] type = BindToTarget trigger1 = var(40) = 2 id = -1 pos = 0, 24,food [State 6001,BindToTarget] type = BindToTarget trigger1 = var(40) = 3 id = -1 pos = -5, 35,food [State 6001,BindToTarget] type = BindToTarget trigger1 = var(40) = 1 id = -1 pos = 1, 23,food ;---------------------------- ;追加コマンド処理 ;---------------------------- ;オート回数設定 [State 6001, 追加コマンドx] type = varset trigger1 = command = "x" var(36) = random%20 [State 6001, 追加コマンドx] type = varset trigger1 = command = "x" var(37) = 100+var(36) ;オート解除 [State 6001, 追加コマンド] type = varset trigger1 = command = "hold_y" || command = "hold_z" || command = "hold_a" || command = "hold_b" var(37) = 0 ;画面効果有無設定 [State 6001, 追加コマンドs] type = varset trigger1 = command = "start" var(35) = 1 - var(35) [State 6001, playsnd] type = playsnd trigger1 = command = "start" trigger1 = var(35) = 1 channel = 3 value = 11,0 lowpriority = 1 ;体位変更 [State 6001, 追加コマンドFF] type = PlaySnd trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 1 trigger1 = command = "holdfwd" value = 2, 10 [State 6001, TargetState] type = TargetState trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 1 trigger1 = command = "holdfwd" value = 16216 [State 6001, varset] type = varset trigger1 = var(40) = 2 || var(40) = 3 || var(40) = 1 trigger1 = command = "holdfwd" var(40) = 4 [State 6001, 追加コマンドBB] type = PlaySnd trigger1 = var(40) = 4 || var(40) = 3 || var(40) = 1 trigger1 = command = "holdup" value = 2, 10 [State 6001, TargetState] type = TargetState trigger1 = var(40) = 4 || var(40) = 3 || var(40) = 1 trigger1 = command = "holdup" value = 16206 [State 6001, varset] type = varset trigger1 = var(40) = 4 || var(40) = 3 || var(40) = 1 trigger1 = command = "holdup" var(40) = 2 [State 6001, 追加コマンドUU] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4 trigger1 = command = "holdback" value = 2, 10 [State 6001, TargetState] type = TargetState trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4 trigger1 = command = "holdback" value = 16211 [State 6001, varset] type = varset trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 4 trigger1 = command = "holdback" var(40) = 3 [State 6001, 追加コマンドDD] type = PlaySnd trigger1 = var(40) = 4 || var(40) = 2 || var(40) = 3 trigger1 = command = "holddown" value = 2, 10 [State 6001, TargetState] type = TargetState trigger1 = var(40) = 4 || var(40) = 2 || var(40) = 3 trigger1 = command = "holddown" value = 16201 [State 6001, varset] type = varset trigger1 = var(40) = 4 || var(40) = 2 || var(40) = 3 trigger1 = command = "holddown" var(40) = 1 ;速度設定 [State 6001, 追加コマンドy] type = VarSet triggerall = time > var(38) trigger1 = command = "y" trigger2 = command = "hold_y" trigger3 = var(37) = [81,100+var(36)] var(39) = 1 [State 6001, 追加コマンドa] type = VarSet triggerall = time > var(38) trigger1 = command = "a" trigger2 = command = "hold_a" trigger3 = var(37) = [61-var(36),80] var(39) = 2 [State 6001, 追加コマンドb] type = VarSet triggerall = time > var(38) trigger1 = command = "b" trigger2 = command = "hold_b" trigger3 = var(37) = [20+var(36),60-var(36)] var(39) = 3 [State 6001, 追加コマンドc] type = VarSet triggerall = time > var(38) trigger1 = command = "c" trigger2 = command = "hold_c" trigger3 = var(37) = [1,20+var(36)] var(39) = 4 ;ステート移動 [State 6001, TargetState] type = TargetState trigger1 = time > var(38) value = 16195+(var(40)*5)+(1+var(39)) [State 6001, ChangeState] type = ChangeState trigger1 = time > var(38) value = 16000+1+var(39) ;---------------------------- ;画面効果処理 ;---------------------------- ;残像 [State 3510, AfterImage] type = AfterImage trigger1 = 1 time = -1*var(35) ;---------------------------- ;終了処理 ;---------------------------- [State 3510, RemoveExplod] type = varset trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" var(40) = 0 ;スプライト消去 [State 3510, RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" ;縦位置初期化 [State 3510, ステート変更] type = Posset trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" y = 0 ;ステート移動 [State 3510, TargetState] type = TargetState trigger1 = time > 0 trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" value = 4507 [State 3510, ChangeState] type = ChangeState trigger1 = time > 0 trigger1 = AnimTime = 0 trigger2 = command = "z" trigger3 = command = "hold_z" value = 105 ;---------------------------------------------------------------------------- ;プレイヤー側 ピストン ;---------------------------------------------------------------------------- [Statedef 16002] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;まんぐり透過スイッチ ;---------------------------- [State 6001, 透過スイッチ用] type = Varadd triggerall = var(51) = 0 triggerall = Var(41) <= 1 trigger1 = command = "manguri8" trigger1 = Anim = [6005,6009] trigger2 = command = "slime4" trigger2 = Anim = [7250,7254] var(41) = 1 [State 6001, 透過スイッチ用] type = VarSet triggerall = var(51) = 0 trigger1 = Var(41) >= 2 var(41) = 0 ;---------------------------- ;初期設定 ;---------------------------- ;ラウンド終了しない、KOボイス(11,0)流れない、KO時にスローにならない [State 6002, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover flag2 = nokosnd flag3 = nokoslow ;---------------------------- ;スプライト設定 ;---------------------------- ;スプライト消去 [State 6002, RemoveExplod] type = RemoveExplod trigger1 = time = 0 ;体位ごとに必要なスプライトを表示 [State 6002] type = Explod trigger1 = time = 0 trigger1 = var(40) = 4 anim = 3265+var(39) pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 [State 6001,Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 4 anim = 3270+var(39) pos = 0, 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 [State 6002] type = Explod trigger1 = AnimElem = 2 trigger1 = var(40) = 1 anim = 4444 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 [State 6001,Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 2 anim = 6005+var(39) pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 [State 6001,Explod] ; Added for BlowJob back sprite type = Explod trigger1 = time = 0 trigger1 = var(40) = 2 anim = 6000+var(39) pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = -3 bindtime = -1 removeongethit = 1 [State 6001,Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 3 anim = 7250+var(39) pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = -6 bindtime = -1 removeongethit = 1 [State 6002] type = Explod trigger1 = time = 0 trigger1 = var(40) = 1 anim = 7245+var(39) pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 [State 6002] type = Explod trigger1 = animelem = 3 trigger1 = var(40) = 1 anim = 37230+(var(39)*(1+random%2)) ID = 37230 pos = 0, 0 ontop = 1 postype = p1 removetime = -2 bindtime = -1 ;---------------------------- ;アニメ設定 ;---------------------------- ;体位ごとに表示するアニメを設定 [State 6002] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 4 value = 3260+var(39) [State 6002] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 2 value = 6005+var(39) [State 6002] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 3 value = 7250+var(39) [State 6002] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 1 value = 7240+var(39) ;---------------------------- ;音声再生処理 ;---------------------------- [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 2 value = 8150, 10+ (Random % 5) channel = 14 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = var(40) = 4 value = 8150, 21+ (Random % 9) channel = 15 volume = 1000000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 3 || var(40) = 1 value = 8150, 4+ (Random % 4) channel = 15 volume = 1000000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 trigger1 = var(40) = 4 || var(40) = 2 value = 8150, 0 channel = 10 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 4 value = 8150, 1 channel = 11 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 4 value = 8150, 2 channel = 12 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = var(40) = 4 value = 8150, 3 channel = 13 volume = 5000 ;プレイヤー音声 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger1 = random%20 = 0 value = 100, 0 channel = 3 lowpriority = 1 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;画面効果有無設定 [State 6002, 追加コマンドs] type = varset trigger1 = command = "start" var(35) = 1 - var(35) [State 6001, playsnd] type = playsnd trigger1 = command = "start" trigger1 = var(35) = 1 channel = 3 value = 11,0 lowpriority = 1 ;---------------------------- ;画面効果処理 ;---------------------------- ;残像 [State 6002, AfterImage] type = AfterImage trigger1 = 1 time = -1*var(35) ;土埃 [State 6100,MakeDust] type = MakeDust trigger1 = AnimElem = 2 trigger1 = var(40) = 0 trigger1 = var(35) = 1 pos = -20, -87 pos2 = -10, -47 spacing = 3 ; 画面揺れ [State 6002,7] type = EnvShake trigger1 = AnimElem = 2 trigger1 = var(35) = 1 time = 10 freq = 180 ampl = -2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;ヒット数 [State 6002,7] type = HitAdd trigger1 = AnimElem = 2 value = 1 ;パワー増加 [State 6002,7] type = PowerAdd trigger1 = AnimElem = 2 value = 200-var(39)*30 ;---------------------------- ;終了処理 ;---------------------------- ;オート回数減少 [State 6002, varadd] type = varadd trigger1 = var(37) > 0 trigger1 = AnimElem = 2 var(37) = -1 ;ランダム待機時間上限リセット [State 6001,VarSet] type = Varset trigger1 = AnimTime = 0 trigger1 = var(33) != var(39) var(34) = 5 ;今回の速度を保管 [State 6001,VarSet] type = Varset trigger1 = AnimTime = 0 var(33) = var(39) ;速度リセット [State 6001,VarSet] type = VarSet trigger1 = AnimTime = 0 var(39) = 0 ;ランダム待機時間上限減少 [State 6001,VarSet] type = Varadd trigger1 = random%5 = 1 trigger1 = var(34) > 1 var(34) = -1 ;ステート移動 待機に戻る [State 3511, TargetState] type = TargetState trigger1 = time > 0 trigger1 = AnimTime = 0 value = 16196+var(40)*5 [State 3511, p1ステート変更] type = ChangeState trigger1 = time > 0 trigger1 = AnimTime = 0 value = 16001 ;---------------------------------------------------------------------------- ;処理を[statedef 6002]にまとめてるので移動のみ ;---------------------------------------------------------------------------- [Statedef 16003] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない [state 6003] type = changestate trigger1 = time = 0 value = 16002 ;---------------------------------------------------------------------------- ;処理を[statedef 6002]にまとめてるので移動のみ ;---------------------------------------------------------------------------- [Statedef 16004] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない [state 6004] type = changestate trigger1 = time = 0 value = 16002 ;---------------------------------------------------------------------------- ;プレイヤー側 射精 ;---------------------------------------------------------------------------- [Statedef 16005] type = S ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = A ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;まんぐり透過スイッチ ;---------------------------- [State 6001, 透過スイッチ用] type = Varadd triggerall = var(51) = 0 triggerall = Var(41) <= 1 trigger1 = command = "manguri8" trigger1 = Anim = [6005,6009] trigger2 = command = "slime4" trigger2 = Anim = [7250,7254] var(41) = 1 [State 6001, 透過スイッチ用] type = VarSet triggerall = var(51) = 0 trigger1 = Var(41) >= 2 var(41) = 0 ;---------------------------- ;初期設定 ;---------------------------- ;ラウンド終了しない、KOボイス(11,0)流れない [State 6005, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover ;flag2 = nokosnd ;---------------------------- ;スプライト設定 ;---------------------------- ;スプライト消去 [State 6005, RemoveExplod] type = RemoveExplod trigger1 = time = 0 ;体位ごとに表示するスプライトを設定 ;犬やられ [State 6005, Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 4 anim = 3269 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ID = 3269 [State 6005, Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 4 anim = 3274 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 ID = 3274 [State 6005, Explod] type = Explod trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 trigger1 = var(40) = 4 anim = 4444 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 2 bindtime = -1 ID = 4444 ;まんぐりやられ [State 6001,Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 2 anim = 6009 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = 3 bindtime = -1 removeongethit = 1 ID = 6009 [State 6001,Explod] ; Added BlowJob back type = Explod trigger1 = time = 0 trigger1 = var(40) = 2 anim = 6004 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = -3 bindtime = -1 removeongethit = 1 ID = 6004 ;スラピスやられ [State 6001,Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 3 anim = 7254 pos = 0, 0 ontop = 0 postype = p1 removetime = -2 sprpriority = -3 bindtime = -1 removeongethit = 1 ID = 7254 ;突き上げやられ [State 6005, Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 1 anim = 7249 pos = 0, 0 postype = p1 removetime = -2 sprpriority = 5 bindtime = -1 ID = 7249 [State 6005, Explod] type = Explod trigger1 = time = 0 trigger1 = var(40) = 1 anim = 37237 pos = 0, 0 ontop = 1 postype = p1 removetime = -2 bindtime = -1 ID = 37237 ;---------------------------- ;アニメ設定 ;---------------------------- ;体位ごとに表示するアニメを設定 [State 6005, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 4 value = 3264 [State 6005, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 2 value = 6009 [State 6005, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 3 value = 7254 [State 6005, ChangeAnim] type = ChangeAnim trigger1 = time = 0 trigger1 = var(40) = 1 value = 7244 ;---------------------------- ;音声再生処理 ;---------------------------- ;効果音 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 3652, 0 channel = 11 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = 0, 6 channel = 12 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 1, 2 channel = 15 [State 6005, PlaySnd] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4 value = 8150, 21+ (random%10) channel = 13 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 trigger1 = var(40) = 2 value = 8150, 15 channel = 14 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 2 || AnimElem = 7 || AnimElem = 15 || AnimElem = 23 || AnimElem = 31 trigger1 = var(40) = 4 value = 8150, 30+ (random%2) channel = 15 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 45 trigger1 = var(40) = 2 value = 8150, 17 channel = 14 volume = 5000 [State 6002, 1] type = PlaySnd trigger1 = AnimElem = 45 trigger1 = var(40) = 1 || var(40) = 3 || var(40) = 4 value = 8150, 7 channel = 16 volume = 5000 ;---------------------------- ;画面効果処理 ;---------------------------- ;スーパーポーズ [State 6005, SuperPause] type = SuperPause triggerall = roundstate = 2 triggerall = var(35) = 1 triggerall = var(40) = 4 trigger1 = time = 0 time = 60 sound = S1,4 pos = -10,-47 [State 6005, SuperPause] type = SuperPause triggerall = roundstate = 2 triggerall = var(35) = 1 triggerall = var(40) = 2 trigger1 = time = 0 time = 60 sound = S1,4 pos = 1,-45 [State 6005, SuperPause] type = SuperPause triggerall = roundstate = 2 triggerall = var(35) = 1 triggerall = var(40) = 3 trigger1 = time = 0 time = 60 sound = S1,4 pos = -20,-55 [State 6005, SuperPause] type = SuperPause triggerall = roundstate = 2 triggerall = var(35) = 1 triggerall = var(40) = 1 trigger1 = time = 0 time = 60 sound = S1,4 pos = 1,-45 ;画面揺れ [State 6005, EnvShake] type = EnvShake triggerall = command = "hold_c" || var(35) = 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 time = 10 freq = 180 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;パワー増加 [State 6005, PlaySnd] type = PowerAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 ;ヒット数増加 [State 6005, PlaySnd] type = HitAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 1 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;画面効果有無設定 [State 6005, 追加コマンドs] type = varset trigger1 = command = "start" var(35) = 1 - var(35) [State 6001, playsnd] type = playsnd trigger1 = command = "start" trigger1 = var(35) = 1 channel = 3 value = 4,1 lowpriority = 1 ;体位変更 [State 6005, 変数変更] type = varset trigger1 = command = "holdfwd" trigger1 = AnimTime = 0 var(40) = 1 [State 6005, 変数変更] type = varset trigger1 = command = "holdup" trigger1 = AnimTime = 0 var(40) = 2 [State 6005, 変数変更] type = varset trigger1 = command = "holdback" trigger1 = AnimTime = 0 var(40) = 3 [State 6005, 変数変更] type = varset trigger1 = command = "holddown" trigger1 = AnimTime = 0 var(40) = 4 [State 6005, 掴む音] type = PlaySnd trigger1 = command = "holdfwd" || command = "holdback" ||command = "holdup" ||command = "holddown" trigger1 = AnimTime = 0 persistent = 0 value = 2, 10 ;---------------------------- ;終了処理 ;---------------------------- ;画面効果無し [State 6005, varset] type = varset trigger1 = animtime = 0 var(35) = 0 ;速度リセット [State 6001,VarSet] type = VarSet trigger1 = AnimTime = 0 var(39) = 0 ;オート回数リセット [State 6001, varset] type = varset trigger1 = var(37) > 0 trigger1 = animtime = 0 var(36) = random%20 [State 6001, varset] type = varset trigger1 = var(37) > 0 trigger1 = animtime = 0 var(37) = 100+var(36) ;ランダム待機時間リセット [State 6001,VarSet] type = VarSet trigger1 = animtime = 0 var(34) = 10 [State 4614, Explod] type = Explod trigger1 = var(40) = 4 trigger1 = NumExplod(6616) = 0 trigger1 = target,life <= 0 trigger1 = target,selfanimexist(3000732) = 1 anim = 21105 ID = 21105 pos = -20, -40 ;random = 2, 2 postype = p1 scale = 1, 1 sprpriority = 6 ontop = 0 removetime = 150 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 2 trigger1 = NumExplod(6616) = 0 trigger1 = target,life <= 0 trigger1 = target,selfanimexist(3000732) = 1 anim = 21105 ID = 21105 pos = -20, -50 ;random = 2, 2 postype = p1 scale = 1, 1 sprpriority = 6 ontop = 0 removetime = 150 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 3 trigger1 = NumExplod(6616) = 0 trigger1 = target,life <= 0 trigger1 = target,selfanimexist(3000732) = 1 anim = 21105 ID = 21105 pos = -20, -70 ;random = 2, 2 postype = p1 scale = 1, 1 sprpriority = 6 ontop = 0 removetime = 150 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 1 trigger1 = NumExplod(6616) = 0 trigger1 = target,life <= 0 trigger1 = target,selfanimexist(3000732) = 1 anim = 21105 ID = 21105 pos = -20, -60 ;random = 2, 2 postype = p1 scale = 1, 1 sprpriority = 6 ontop = 0 removetime = 150 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 2 || var(40) = 3 trigger1 = var(20) = 1 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(37250) = 1 trigger1 = time = 220 anim = 21106 ID = 21106 pos = 60, -80 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 2 || var(40) = 3 trigger1 = var(20) = 2 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(37250) = 1 trigger1 = time = 220 anim = 21107 ID = 21107 pos = 60, -80 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 2 || var(40) = 3 trigger1 = var(20) = 3 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(37250) = 1 trigger1 = time = 220 anim = 21108 ID = 21108 pos = 60, -80 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 160 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 4 trigger1 = var(20) = 1 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(37250) = 1 trigger1 = time = 220 anim = 21106 ID = 21106 pos = 40, -40 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 4 trigger1 = var(20) = 2 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(37250) = 1 trigger1 = time = 220 anim = 21107 ID = 21107 pos = 40, -40 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 4 trigger1 = var(20) = 3 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(37250) = 1 trigger1 = time = 220 anim = 21108 ID = 21108 pos = 40, -40 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 160 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 1 trigger1 = var(20) = 1 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(37250) = 1 trigger1 = time = 220 anim = 21106 ID = 21106 pos = 60, -100 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 1 trigger1 = var(20) = 2 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(37250) = 1 trigger1 = time = 220 anim = 21107 ID = 21107 pos = 60, -100 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 120 bindtime = 1 persistent = 0 [State 4614, Explod] type = Explod trigger1 = var(40) = 1 trigger1 = var(20) = 3 trigger1 = NumExplod(6616) = 0 trigger1 = target,life > 0 trigger1 = target,selfanimexist(37250) = 1 trigger1 = time = 220 anim = 21108 ID = 21108 pos = 60, -110 ;random = 2, 2 postype = p1 scale = 0.50, 0.50 sprpriority = 6 ontop = 0 removetime = 160 bindtime = 1 persistent = 0 [State 6000,] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 || var(40) = 4 trigger1 = var(20) = 1 || var(20) = 2 trigger1 = time = 220 trigger1 = target,selfanimexist(37250) = 1 value = 20,2 channel = 2 volume = 100000 [State 6000,] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 || var(40) = 4 trigger1 = var(20) = 3 trigger1 = time = 220 || time = 260 || time = 300 || time = 340 trigger1 = target,selfanimexist(37250) = 1 value = 20,2 channel = 2 volume = 100000 [State 6000,] type = PlaySnd trigger1 = var(40) = 1 || var(40) = 2 || var(40) = 3 || var(40) = 4 trigger1 = var(20) = 3 trigger1 = time = 370 trigger1 = target,selfanimexist(37250) = 1 value = 5010,15 channel = 2 volume = 100000 ;ステート変更 待機状態 [State 6005, TargetState] type = TargetState trigger1 = AnimTime = 0 trigger1 = target,life <= 0 value = 6230 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 2228 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 4444 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 2253 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 2264 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 27234 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 3274 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = AnimTime = 0 trigger1 = target,life <= 0 ID = 37237 [State -2, 0] type = varset trigger1 = AnimTime = 0 trigger1 = target,life <= 0 v = 40 value = 0 [State 6005, ChangeState] type = ChangeState trigger1 = AnimTime = 0 trigger1 = target,life <= 0 value = 105 ;ステート変更 待機状態 [State 6005, TargetState] type = TargetState trigger1 = AnimTime = 0 value = 16196+var(40)*5 [State 6005, ChangeState] type = ChangeState trigger1 = AnimTime = 0 value = 16001 ;---------------------------------------------------------------------------- ;Breeder catch [sub] ;---------------------------------------------------------------------------- [Statedef 16199] type = A movetype = H physics = N velset = 0,0 sprpriority = 4 [State 6000,] type = PlaySnd trigger1 = time = 20 value = 4218,21 [State 6000,] type = PlaySnd trigger1 = time = 99 value = 4218,22 [State 6200] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180098) = 1 value = 180098 [State 6200] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(180098) = 0 value = 3342 [State 6200] type = ChangeState Trigger1 = Time = 100 value = 16200 [Statedef 16200] type = A movetype = H physics = N velset = 0,0 sprpriority = 4 [State 6216] type = posset Trigger1 = Time = 0 y = 13 ; first insertion [State 6000,] type = PlaySnd trigger1 = time = 53 value = 4649,0 [State 6200, LifeAdd] type = LifeAdd trigger1 = AnimElem = 6 value = -5 kill = 0 [State 6200] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37239) = 1 value = 37239 [State 6200] type = ChangeAnim2 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37239) = 0 value = 12248 [State 6200] type = ChangeState Trigger1 = Time = 108 value = 16201 ;---------------------------------------------------------------------------- ;相手側 突き上げ 待機 ;---------------------------------------------------------------------------- [Statedef 16201] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 sprpriority = 4 ;---------------------------- ;初期設定 ;---------------------------- ;y軸リセット [State 6216] type = posset Trigger1 = Time = 0 y = 10 ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37240) = 1 Trigger1 = SelfAnimExist(37250) = 1 Trigger1 = enemynear,var(20) > 2 value = 37250 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37240) = 1 Trigger1 = SelfAnimExist(37250) = 0 Trigger1 = enemynear,var(20) > 2 value = 37240 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37240) = 1 Trigger1 = enemynear,var(20) <= 2 value = 37240 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;抵抗音声再生 [State 6216,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5))))) channel = 31 lowpriority = 1 [State 6216,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down" value = 5963, 0+random%10 channel = 31 lowpriority = 1 ;---------------------------------------------------------------------------- ;相手側 突き上げ ピストン 速度1 ;---------------------------------------------------------------------------- [Statedef 16202] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37241) = 1 Trigger1 = SelfAnimExist(37251) = 1 Trigger1 = enemynear,var(20) > 2 value = 37251 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37241) = 1 Trigger1 = SelfAnimExist(37251) = 0 Trigger1 = enemynear,var(20) > 2 value = 37241 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37241) = 1 Trigger1 = enemynear,var(20) <= 2 value = 37241 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6217] type = StopSnd trigger1 = AnimElem = 2 channel = 31 ;喘ぎ音声再生 4218.100~114 [State 6217, 悲鳴100~114] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 15 channel = 30 lowpriority = 2 [State 6217, 悲鳴100~111] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 12 channel = 30 lowpriority = 2 [State 6217, 悲鳴100~108] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 9 channel = 30 lowpriority = 2 [State 6217, 悲鳴100~105] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 6 channel = 30 lowpriority = 2 [State 6217, 悲鳴100~102] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6217, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6217, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(37251) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6217, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(37251) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6217, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -1 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 突き上げ ピストン 速度2 ;---------------------------------------------------------------------------- [Statedef 16203] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37242) = 1 Trigger1 = SelfAnimExist(37252) = 1 Trigger1 = enemynear,var(20) > 2 value = 37252 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37242) = 1 Trigger1 = SelfAnimExist(37252) = 0 Trigger1 = enemynear,var(20) > 2 value = 37242 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37242) = 1 Trigger1 = enemynear,var(20) <= 2 value = 37242 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6218] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.200~214 [State 6218, 悲鳴200~214] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 15 channel = 30 lowpriority = 2 [State 6218, 悲鳴200~211] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 12 channel = 30 lowpriority = 2 [State 6218, 悲鳴200~208] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 9 channel = 30 lowpriority = 2 [State 6218, 悲鳴200~205] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 6 channel = 30 lowpriority = 2 [State 6218, 悲鳴200~202] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(37252) = 0 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(37252) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6203, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -1 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 突き上げ ピストン 速度3 ;---------------------------------------------------------------------------- [Statedef 16204] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37243) = 1 Trigger1 = SelfAnimExist(37253) = 1 Trigger1 = enemynear,var(20) > 2 value = 37253 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37243) = 1 Trigger1 = SelfAnimExist(37253) = 0 Trigger1 = enemynear,var(20) > 2 value = 37243 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37243) = 1 Trigger1 = enemynear,var(20) <= 2 value = 37243 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6219] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.300~314 [State 6219, 悲鳴300~314] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 15 channel = 30 lowpriority = 2 [State 6219, 悲鳴300~311] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 12 channel = 30 lowpriority = 2 [State 6219, 悲鳴300~308] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 9 channel = 30 lowpriority = 2 [State 6219, 悲鳴300~305] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 6 channel = 30 lowpriority = 2 [State 6219, 悲鳴300~302] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd Trigger1 = SelfAnimExist(37253) = 0 trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(37253) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6219, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = -1 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 突き上げ 射精 ;---------------------------------------------------------------------------- [Statedef 16205] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37244) = 1 Trigger1 = SelfAnimExist(37254) = 1 Trigger1 = enemynear,var(20) > 2 value = 37254 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37244) = 1 Trigger1 = SelfAnimExist(37254) = 0 Trigger1 = enemynear,var(20) > 2 value = 37244 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(37244) = 1 Trigger1 = enemynear,var(20) <= 2 value = 37244 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6220] type = StopSnd trigger1 = time = 0 channel = 31 [State 6220] type = PlaySnd trigger1 = time = 0 value = 4649, 0 channel = 33 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,23 channel = 30 lowpriority = 2 [State 6218, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) > 2 value = 4218,26 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random%3 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = SelfAnimExist(37254) = 0 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random%3 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = SelfAnimExist(37254) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = -5 absolute = 1 kill = 0 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 32 value = -10 absolute = 1 [State 6220, LifeAdd] type = LifeAdd triggerall = enemynear,var(35)>= 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 absolute = 1 kill = 1 ;[State 6064, 体力減少] ;type = Lifeset ;trigger1 = AnimElem = 32 ;trigger1= Random < 500 ;value = 0 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し 待機 ;---------------------------------------------------------------------------- [Statedef 16206] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 sprpriority = 4 [State 6211] type = posset Trigger1 = Time = 0 y = 0 ;---------------------------- ;アニメ設定 ;---------------------------- [State 6206, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22000) = 1 Trigger1 = SelfAnimExist(22005) = 1 Trigger1 = enemynear,var(20) > 2 value = 22005 [State 6206, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22000) = 1 Trigger1 = SelfAnimExist(22005) = 0 Trigger1 = enemynear,var(20) > 2 value = 22000 [State 6206, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(22000) = 1 Trigger1 = enemynear,var(20) <= 2 value = 22000 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;抵抗音声再生 [State 6206,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5))))) channel = 31 lowpriority = 1 [State 6206,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down" value = 5963, 0+random%10 channel = 31 lowpriority = 1 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し ピストン 速度1 ;---------------------------------------------------------------------------- [Statedef 16207] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6207, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22001) = 1 Trigger1 = SelfAnimExist(22006) = 1 Trigger1 = enemynear,var(20) > 2 value = 22006 [State 6207, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22001) = 1 Trigger1 = SelfAnimExist(22006) = 0 Trigger1 = enemynear,var(20) > 2 value = 22001 [State 6207, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(22001) = 1 Trigger1 = enemynear,var(20) <= 2 value = 22001 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6207] type = StopSnd trigger1 = AnimElem = 2 channel = 31 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し ピストン 速度2 ;---------------------------------------------------------------------------- [Statedef 16208] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6208, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22101) = 1 Trigger1 = SelfAnimExist(22007) = 1 Trigger1 = enemynear,var(20) > 2 value = 22007 [State 6208, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22101) = 1 Trigger1 = SelfAnimExist(22007) = 0 Trigger1 = enemynear,var(20) > 2 value = 22101 [State 6208, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(22101) = 1 Trigger1 = enemynear,var(20) <= 2 value = 22101 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6208] type = StopSnd trigger1 = time = 0 channel = 31 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6207, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し ピストン 速度3 ;---------------------------------------------------------------------------- [Statedef 16209] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6209, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22201) = 1 Trigger1 = SelfAnimExist(22008) = 1 Trigger1 = enemynear,var(20) > 2 value = 22008 [State 6209, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22201) = 1 Trigger1 = SelfAnimExist(22008) = 0 Trigger1 = enemynear,var(20) > 2 value = 22201 [State 6209, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(22201) = 1 Trigger1 = enemynear,var(20) <= 2 value = 22201 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6209] type = StopSnd trigger1 = time = 0 channel = 31 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6209, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = -3 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 まんぐり返し 射精 ;---------------------------------------------------------------------------- [Statedef 16210] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6210, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22301) = 1 Trigger1 = SelfAnimExist(22009) = 1 Trigger1 = enemynear,var(20) > 2 value = 22009 [State 6210, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist (22301) = 1 Trigger1 = SelfAnimExist(22009) = 0 Trigger1 = enemynear,var(20) > 2 value = 22301 [State 6210, やられ側に専用airがない場合] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(22301) = 1 Trigger1 = enemynear,var(20) <= 2 value = 22301 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6210] type = StopSnd trigger1 = time = 0 channel = 31 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6210, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = -5 absolute = 1 kill = 0 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 32 value = -10 absolute = 1 [State 6220, LifeAdd] type = LifeAdd triggerall = enemynear,var(35)>= 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 absolute = 1 kill = 1 ;[State 6064, 体力減少] ;type = Lifeset ;trigger1 = AnimElem = 32 ;trigger1= Random < 500 ;value = 0 ;---------------------------------------------------------------------------- ;相手側 スラピス 待機 ;---------------------------------------------------------------------------- [Statedef 16211] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 sprpriority = 4 ;---------------------------- ;初期設定 ;---------------------------- ;y軸リセット [State 6211] type = posset Trigger1 = Time = 0 y = -10 ;---------------------------- ;アニメ設定 ;---------------------------- [State 6211, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801130) = 1 Trigger1 = SelfAnimExist(2801135) = 1 Trigger1 = enemynear,var(20) > 2 value = 2801135 [State 6211, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801130) = 1 Trigger1 = SelfAnimExist(2801135) = 0 Trigger1 = enemynear,var(20) > 2 value = 2801130 [State 6211, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801130) = 1 Trigger1 = enemynear,var(20) <= 2 value = 2801130 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;抵抗音声再生 [State 6211,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5))))) channel = 31 lowpriority = 1 [State 6211,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down" value = 5963, 0+random%10 channel = 31 lowpriority = 1 ;---------------------------------------------------------------------------- ;相手側 スラピス ピストン 速度1 ;---------------------------------------------------------------------------- [Statedef 16212] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6212, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801131) = 1 Trigger1 = SelfAnimExist(2801136) = 1 Trigger1 = enemynear,var(20) > 2 value = 2801136 [State 6212, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801131) = 1 Trigger1 = SelfAnimExist(2801136) = 0 Trigger1 = enemynear,var(20) > 2 value = 2801131 [State 6212, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801131) = 1 Trigger1 = enemynear,var(20) <= 2 value = 2801131 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6212] type = StopSnd trigger1 = AnimElem = 2 channel = 31 ;喘ぎ音声再生 4218.100~114 [State 6212, 悲鳴100~114] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 15 channel = 30 lowpriority = 2 [State 6212, 悲鳴100~111] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 12 channel = 30 lowpriority = 2 [State 6212, 悲鳴100~108] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 9 channel = 30 lowpriority = 2 [State 6212, 悲鳴100~105] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 6 channel = 30 lowpriority = 2 [State 6212, 悲鳴100~102] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6212, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6212, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 スラピス ピストン 速度2 ;---------------------------------------------------------------------------- [Statedef 16213] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6213, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801132) = 1 Trigger1 = SelfAnimExist(2801137) = 1 Trigger1 = enemynear,var(20) > 2 value = 2801137 [State 6213, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801132) = 1 Trigger1 = SelfAnimExist(2801137) = 0 Trigger1 = enemynear,var(20) > 2 value = 2801132 [State 6213, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801132) = 1 Trigger1 = enemynear,var(20) <= 2 value = 2801132 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6213] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.200~214 [State 6213, 悲鳴200~214] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 15 channel = 30 lowpriority = 2 [State 6213, 悲鳴200~211] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 12 channel = 30 lowpriority = 2 [State 6213, 悲鳴200~208] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 9 channel = 30 lowpriority = 2 [State 6213, 悲鳴200~205] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 6 channel = 30 lowpriority = 2 [State 6213, 悲鳴200~202] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6213, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6213, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(2801137) = 0 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6213, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(2801137) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6213, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 スラピス ピストン 速度3 ;---------------------------------------------------------------------------- [Statedef 16214] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6214, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801133) = 1 Trigger1 = SelfAnimExist(2801138) = 1 Trigger1 = enemynear,var(20) > 2 value = 2801138 [State 6214, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801133) = 1 Trigger1 = SelfAnimExist(2801138) = 0 Trigger1 = enemynear,var(20) > 2 value = 2801133 [State 6214, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801133) = 1 Trigger1 = enemynear,var(20) <= 2 value = 2801133 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6214] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.300~314 [State 6214, 悲鳴300~314] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 15 channel = 30 lowpriority = 2 [State 6214, 悲鳴300~311] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 12 channel = 30 lowpriority = 2 [State 6214, 悲鳴300~308] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 9 channel = 30 lowpriority = 2 [State 6214, 悲鳴300~305] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 6 channel = 30 lowpriority = 2 [State 6214, 悲鳴300~302] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 3 channel = 30 lowpriority = 2 ;音声再生 4218.21~22 [State 6214, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6214, 悲鳴21~22] type = PlaySnd Trigger1 = SelfAnimExist(2801138) = 0 trigger1 = AnimElem = 3 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6214, 悲鳴21~22] type = PlaySnd trigger1 = AnimElem = 3 Trigger1 = SelfAnimExist(2801138) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6214, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = -3 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 スラピス 射精 ;---------------------------------------------------------------------------- [Statedef 16215] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801134) = 1 Trigger1 = SelfAnimExist(2801139) = 1 Trigger1 = enemynear,var(20) > 2 value = 2801139 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801134) = 1 Trigger1 = SelfAnimExist(2801139) = 0 Trigger1 = enemynear,var(20) > 2 value = 2801134 [State 6216, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(2801134) = 1 Trigger1 = enemynear,var(20) <= 2 value = 2801134 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6215] type = StopSnd trigger1 = time = 0 channel = 31 [State 6215] type = PlaySnd trigger1 = time = 0 value = 4649, 0 channel = 33 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = enemynear,var(20) <= 2 value = 4218,21 + random%3 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = SelfAnimExist(2801139) = 0 Trigger1 = enemynear,var(20) > 2 value = 4218,21 + random%3 channel = 30 lowpriority = 2 [State 6220, 悲鳴2] type = PlaySnd trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 Trigger1 = SelfAnimExist(2801139) = 1 Trigger1 = enemynear,var(20) > 2 value = 4218,24 + random % 6 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6215, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = -10 absolute = 1 kill = 0 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 32 value = -5 absolute = 1 [State 6220, LifeAdd] type = LifeAdd triggerall = enemynear,var(35)>= 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 absolute = 1 kill = 1 ;[State 6064, 体力減少] ;type = Lifeset ;trigger1 = AnimElem = 32 ;trigger1= Random < 500 ;value = 0 ;---------------------------------------------------------------------------- ;相手側 犬やられ 待機 ;---------------------------------------------------------------------------- [Statedef 16216] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない velset = 0,0 sprpriority = 2 ;---------------------------- ;初期設定 ;---------------------------- [State 6211] type = posset Trigger1 = Time = 0 y = 0 ;アニメ設定 ;---------------------------- [State 6201, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280120) = 1 Trigger1 = SelfAnimExist(280220) = 1 Trigger1 = enemynear,var(20) > 2 value = 280220 [State 6201, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280120) = 1 Trigger1 = SelfAnimExist(280220) = 0 Trigger1 = enemynear,var(20) > 2 value = 280120 [State 6201, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280120) = 1 Trigger1 = enemynear,var(20) <= 2 value = 280120 [State 6201]; mid type = Explod Trigger1 = SelfAnimExist(280230) = 1 trigger1 = anim = 280120 || anim = 280220 anim = 280230 id = 280230 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 4 ontop = 0 ownpal = 0 removeongethit = 1 [State 6201]; front type = Explod triggerAll = SelfAnimExist(22260) = 1 trigger1 = anim = 280120 || anim = 280220 anim = 22260 id = 22260 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 8 ontop = 0 ownpal = 0 removeongethit = 1 ;---------------------------- ;追加コマンド処理 ;---------------------------- ;抵抗音声再生 [State 6201,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "a" || command = "b" || command = "c" || command = "x" || command = "y" || command = "z" value = 5963, 0+ifelse(command="a",0,ifelse(command="b",1,ifelse(command="c",2,ifelse(command="x",3,ifelse(command="y",4,5))))) channel = 31 lowpriority = 1 [State 6201,PlaySnd] type = PlaySnd triggerall = time > 15 trigger1 = command = "back" || command = "fwd" || command = "up" || command = "down" value = 5963, 0+random%10 channel = 31 lowpriority = 1 ;---------------------------------------------------------------------------- ;相手側 犬やられ ピストン 速度1 ;---------------------------------------------------------------------------- [Statedef 16217] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6202, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280121) = 1 Trigger1 = SelfAnimExist(280221) = 1 Trigger1 = enemynear,var(20) > 2 value = 280221 [State 6202, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280121) = 1 Trigger1 = SelfAnimExist(280221) = 0 Trigger1 = enemynear,var(20) > 2 value = 280121 [State 6202, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280121) = 1 Trigger1 = enemynear,var(20) <= 2 value = 280121 [State 6201]; mid type = Explod triggerAll = SelfAnimExist(280231) = 1 trigger1 = !time anim = 280231 id = 280231 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 4 ontop = 0 ownpal = 0 removeongethit = 1 [State 6201]; front type = Explod triggerAll = SelfAnimExist(22261) = 1 trigger1 = time = 0 anim = 22261 id = 22261 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 8 ontop = 0 ownpal = 0 removeongethit = 1 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6202] type = StopSnd trigger1 = AnimElem = 2 channel = 31 ;喘ぎ音声再生 4218.100~114 [State 6202, 悲鳴100~114] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 15 channel = 30 lowpriority = 2 [State 6202, 悲鳴100~111] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 12 channel = 30 lowpriority = 2 [State 6202, 悲鳴100~108] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 9 channel = 30 lowpriority = 2 [State 6202, 悲鳴100~105] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 6 channel = 30 lowpriority = 2 [State 6202, 悲鳴100~102] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,100 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6202, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6202, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(280220) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6202, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(280220) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6202, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -5 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 犬やられ ピストン 速度2 ;---------------------------------------------------------------------------- [Statedef 16218] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6203, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280122) = 1 Trigger1 = SelfAnimExist(280222) = 1 Trigger1 = enemynear,var(20) > 2 value = 280222 [State 6203, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280122) = 1 Trigger1 = SelfAnimExist(280222) = 0 Trigger1 = enemynear,var(20) > 2 value = 280122 [State 6203, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280122) = 1 Trigger1 = enemynear,var(20) <= 2 value = 280122 [State 6201]; mid type = Explod triggerAll = SelfAnimExist(280232) = 1 trigger1 = time = 0 anim = 280232 id = 280232 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 4 ontop = 0 ownpal = 0 removeongethit = 1 [State 6201]; front type = Explod triggerAll = SelfAnimExist(22262) = 1 trigger1 = time = 0 anim = 22262 id = 22262 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 8 ontop = 0 ownpal = 0 removeongethit = 1 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6203] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.200~214 [State 6203, 悲鳴200~214] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 15 channel = 30 lowpriority = 2 [State 6203, 悲鳴200~211] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 12 channel = 30 lowpriority = 2 [State 6203, 悲鳴200~208] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 9 channel = 30 lowpriority = 2 [State 6203, 悲鳴200~205] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 6 channel = 30 lowpriority = 2 [State 6203, 悲鳴200~202] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,200 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6203, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6203, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(280221) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6203, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(280221) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6203, LifeAdd] type = LifeAdd trigger1 = AnimElem = 4 value = -2 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 犬やられ ピストン 速度3 ;---------------------------------------------------------------------------- [Statedef 16219] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6204, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280123) = 1 Trigger1 = SelfAnimExist(280223) = 1 Trigger1 = enemynear,var(20) > 2 value = 280223 [State 6204, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280123) = 1 Trigger1 = SelfAnimExist(280223) = 0 Trigger1 = enemynear,var(20) > 2 value = 280123 [State 6204, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280123) = 1 Trigger1 = enemynear,var(20) <= 2 value = 280123 [State 6201]; mid type = Explod triggerAll = SelfAnimExist(280233) = 1 trigger1 = time = 0 anim = 280233 id = 280233 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 4 ontop = 0 ownpal = 0 removeongethit = 1 [State 6201]; front type = Explod triggerAll = SelfAnimExist(22263) = 1 trigger1 = time = 0 anim = 22263 id = 22263 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 8 ontop = 0 ownpal = 0 removeongethit = 1 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6204] type = StopSnd trigger1 = time = 0 channel = 31 ;音声再生 4218.300~314 [State 6204, 悲鳴300~314] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 15 channel = 30 lowpriority = 2 [State 6204, 悲鳴300~311] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 12 channel = 30 lowpriority = 2 [State 6204, 悲鳴300~308] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 9 channel = 30 lowpriority = 2 [State 6204, 悲鳴300~305] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 6 channel = 30 lowpriority = 2 [State 6204, 悲鳴300~302] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,300 + random % 3 channel = 30 lowpriority = 2 ;喘ぎ音声再生 4218.21~22 [State 6204, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6204, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(280223) = 0 trigger1 = AnimElem = 3 value = 4218,21 + random % 2 channel = 30 lowpriority = 2 [State 6204, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(280223) = 1 trigger1 = AnimElem = 3 value = 4218,21 + random % 8 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6204, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 value = -2 absolute = 1 kill = 0 ;---------------------------------------------------------------------------- ;相手側 犬やられ 射精 ;---------------------------------------------------------------------------- [Statedef 16220] type = A ; キャラの物理的状態 S:立ち C:屈み A:空中 L:転倒 movetype = H ; キャラの動作状態 A:攻撃動作 H:くらい動作 I:何もしていない physics = N ; キャラの摩擦状態 N:何も受けない S:地面の摩擦力 A:空中、重力の摩擦 C:Sとあまり変わらない ;---------------------------- ;アニメ設定 ;---------------------------- [State 6205, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280124) = 1 Trigger1 = SelfAnimExist(280224) = 1 Trigger1 = enemynear,var(20) > 2 value = 280224 [State 6205, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280124) = 1 Trigger1 = SelfAnimExist(280224) = 0 Trigger1 = enemynear,var(20) > 2 value = 280124 [State 6205, やられ側に専用air有り] type = ChangeAnim Trigger1 = Time = 0 Trigger1 = SelfAnimExist(280124) = 1 Trigger1 = enemynear,var(20) <= 2 value = 280124 [State 6201]; mid type = Explod triggerAll = SelfAnimExist(280234) = 1 trigger1 = time = 0 anim = 280234 id = 280234 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 4 ontop = 0 ownpal = 0 removeongethit = 1 [State 6201]; front type = Explod triggerAll = SelfAnimExist(22264) = 1 trigger1 = time = 0 anim = 22264 id = 22264 bindtime = -1 removetime = -2 pos = 0,0 scale = Const(size.xscale),Const(size.yscale) sprpriority = 8 ontop = 0 ownpal = 0 removeongethit = 1 ;---------------------------- ;音声再生処理 ;---------------------------- ;抵抗音声停止 [State 6205] type = StopSnd trigger1 = time = 0 channel = 31 [State 6205] type = PlaySnd trigger1 = time = 0 value = 4649, 0 channel = 33 lowpriority = 2 [State 6205, 悲鳴1] type = PlaySnd trigger1 = AnimElem = 3 value = 4218,23 channel = 30 lowpriority = 2 [State 6205, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) <= 2 trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,21 + random % 3 channel = 30 lowpriority = 2 [State 6205, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(280224) = 0 trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,21 + random % 3 channel = 30 lowpriority = 2 [State 6205, 悲鳴21~22] type = PlaySnd Trigger1 = enemynear,var(20) > 2 Trigger1 = SelfAnimExist(280224) = 1 trigger1 = AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = 4218,24 + random % 5 channel = 30 lowpriority = 2 ;---------------------------- ;ステータス変更処理 ;---------------------------- ;体力減少 [State 6205, LifeAdd] type = LifeAdd trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 value = -5 absolute = 1 kill = 0 [State 6220, LifeAdd] type = LifeAdd trigger1 = AnimElem = 32 value = -10 absolute = 1 [State 6220, LifeAdd] type = LifeAdd triggerall = enemynear,var(35)>= 1 trigger1 = AnimElem = 3 || AnimElem = 8 || AnimElem = 16 || AnimElem = 24 || AnimElem = 32 value = -100 absolute = 1 kill = 1 ;[State 6064, 体力減少] ;type = Lifeset ;trigger1 = AnimElem = 32 ;trigger1= Random < 500 ;value = 0 ;---------------------------------------------------------------------------- ;受精KO 相手 ;---------------------------------------------------------------------------- [Statedef 16230] type = S movetype = H physics = N velset = 0,0 SprPriority = -2 [State 51220,3,画面の固定] type = Screenbound trigger1 = 1 value = 0 [State 6230, ] type = PosSet trigger1 = time = 0 y = 0 [State 1699, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(36699) trigger1 = time = 0 value = 36699 [State 1695, 汎用アニメ] type = ChangeAnim trigger1 = !SelfAnimExist(36699) trigger1 = time = 0 value = 5110 [State 1695, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(36698) trigger1 = Time = 0 anim = 36698 ID = 36698 facing = 1 bindtime = ifelse(Alive,270,20) removetime = -1 pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale)) ;pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ownpal = 0 IgnoreHitPause = 0 [State 6230,1];ステートを変更 type = ChangeState trigger1 = Time > 0 value = 5150