;---------------------------------------------------------------------------
; 基本データ
;---------------------------------------------------------------------------
[Data]
life = 1400 ;ライフ(体力ゲージ)最大値
power = 3000 ;パワーゲージ最大値(オプション・デフォルトは3000=Lv.3)
attack = 70 ;攻撃力(デフォルトは100%)
defence = 100 ;防御力(デフォルトは100%)
fall.defence_up = 50 ;横に倒れている時に一時的に加える防御力(%)
liedown.time = 60 ;横に倒れている時間(フレーム)
airjuggle = 15 ;ジャグルポイント限界値(「小ネタ.txt」参照)
sparkno = 2 ;デフォルトのヒットスパーク(fightfxから)
guard.sparkno = 40 ;デフォルトのガードスパーク(fightfxから)
KO.echo = 0 ;KO時の音声(11,0)にエコーを掛けるか否か(0=掛けない,1=掛ける)
volume = 255 ;キャラの標準の音量(最小-255・最大255)
IntPersistIndex = 60 ;次のラウンドへ持ち越せる「Var」のアドレスの範囲を決める(※1)
FloatPersistIndex = 40 ;次のラウンドへ持ソ越せる「FVar」のアドレスの範囲を決める(※1)
;---------------------------------------------------------------------------
; サイズ
;---------------------------------------------------------------------------
[Size]
xscale = 1 ;キャラの横の大きさ(絶対値・float)
yscale = 1 ;キャラの縦の大きさ(絶対値・float)
ground.back = 15 ;地上にいる時の「後方の物理的な幅」
ground.front = 16 ;地上にいる時の「前方の物理的な幅」
air.back = 12 ;空中にいる時の「後方の物理的な幅」
air.front = 12 ;空中にいる時の「前方の物理的な幅」
height = 60 ;キャラの物理的な高さ(高いほど相手は飛び越しにくくなる)
attack.dist = 160 ;相手がガード態勢に入る最低の距離
proj.attack.dist = 90 ;自分の「Projectile」に対して相手がガード態勢に入る最低の距離
proj.doscale = 0 ;xscaleとyscaleを「Projectile」にも影響させるか否か(0=させない・1=させる)
head.pos = -5,-90 ;キャラの標準の頭の座標(Bind系で適用される)
mid.pos = -5,-60 ;キャラの標準の体中心の座標(Bind系で適用される)
shadowoffset = 0 ;影のY軸方向の位置座標
draw.offset = 0,0 ;キャラの表示座標(X軸,Y軸)
;---------------------------------------------------------------------------
; 移動速度
;---------------------------------------------------------------------------
[Velocity]
walk.fwd = 2.4 ;前進の速度
walk.back = -2.2 ;後退の速度
run.fwd = 4.6, 0 ;前ダッシュの速度(ホップする時はyを-にする)
run.back = -4.5,-3.8 ;後ダッシュの速度(ホップする時はyを-にする)
jump.neu = 0,-8.4 ;垂直ジャンプの速度
jump.fwd = 2.5 ;前ジャンプの速度
jump.back = -2.55 ;後ジャンプの速度
runjump.fwd = 4,-8.1 ;前ダッシュしながらのジャンプ速度(オプション)
runjump.back = -2.55,-8.1 ;後ダッシュしながらのジャンプ速度(オプション)
airjump.neu = 0,-8.1 ;2段ジャンプ以降の垂直ジャンプの速度(オプション)
airjump.fwd = 2.5 ;2段ジャンプ以降の前ジャンプの速度
airjump.back = -2.55 ;2段ジャンプ以降の後ジャンプの速度(オプション)
;---------------------------------------------------------------------------
; 運動関係
;---------------------------------------------------------------------------
[Movement]
airjump.num = 1 ;空中でジャンプする回数
airjump.height = 35 ;空中でジャンプする最低限の高さ
yaccel = .44 ;重力
stand.friction = .85 ;立ち状態の摩擦係数
crouch.friction = .82 ;屈み状態の摩擦係数
;---------------------------------------------------------------------------
; ステイトの解説
; [Statedef STATENO]
; type = ? S/C/A/L S:立ち/C:屈み/A:空中/L:ダウン
; movetype = ? I/A/H I:通常状態/A:攻撃状態/H:ダメージをくらってる状態
; physics = ? S/C/A/N S:立ち/C:屈み/A:空中/N:無し
; juggle = ? その攻撃に使うジャグル数
;
;---------------------------------------------------------------------------
;タイムオーバーで負けた時
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170, 効果音]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,0
[State 170, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;分岐
[Statedef 180]
type = S
[State 180, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 181
;---------------------------------------------------------------------------
;勝利ポーズ
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 181, 効果音]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1200,0
[State 181, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
;イントロ分岐
[Statedef 190]
type = S
[State 190, VARランダム]
type = VarRandom
trigger1 = 1
v = 13
range = 0,2
[State 190, 191へステート変更]
type = ChangeState
trigger1 = var(13) = 0
value = 191
[State 190, 192へステート変更]
type = ChangeState
trigger1 = var(13) = 1
value = 192
[State 190, 193へステート変更]
type = ChangeState
trigger1 = var(13) = 2
value = 193
;---------------------------------------------------------------------------
;イントロ(通常)
[Statedef 191]
type = S
ctrl = 0
anim = 191
velset = 0,0
[State 191, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 191
[State 191, イントロ]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 191, 効果音]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1200,0
[State 191, マント(装備時)]
type = Explod
trigger1 = AnimElem = 1
anim = 1900
postype = P1
pos = 0,0
velocity = 0,0
accel = 0,0
removetime = 30
sprpriority = 4
[State 191, マント(投げ捨て)]
type = Explod
trigger1 = AnimElem = 2
anim = 1901
postype = P1
pos = -12,-15
velocity = -1.1,-.3
accel = 0,0
removetime = 50
sprpriority = 4
[State 191, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
;イントロ(ベルガーダー)
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0
[State 192, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192
[State 192, イントロ]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 192, 効果音]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1200,0
[State 191, マント(装備時)]
type = Explod
trigger1 = AnimElem = 1
anim = 1900
postype = P1
pos = 0,0
velocity = 0,0
accel = 0,0
removetime = 127
sprpriority = 4
[State 191, マント(投げ捨て)]
type = Explod
trigger1 = AnimElem = 2
anim = 1901
postype = P1
pos = -12,-15
velocity = -1.1,-.3
accel = 0,0
removetime = 50
sprpriority = 4
[state 192, わたしのペット]
type = Helper
trigger1 = Time = 1
id = 7000
name = "VELGARDER"
sprpriority = 4
pos = 21,0
postype = P1
stateno = 7000
helpertype = Normal
size.xscale = 1
size.yscale = 1
keyctrl = 0
ownpal = 1
[State 192, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;----------------------------------------------------------------------------
;ベルガーダー
[Statedef 7000]
type = S
movetype = I
physics = N
anim = 7000
sprpriority = 4
[State 7000, 雄たけび]
type = PlaySnd
trigger1 = AnimElem = 3
value = 7000, 0
[State 7000, 速度]
type = VelAdd
trigger1 = AnimElem = 12,>= 0
trigger1 = Vel X <= 2
x = 1.4
[State 7000, 影無し]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;---------------------------------------------------------------------------
;イントロ(黒ゼロ)
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0
[State 193, アニメ変更]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193
[State 193, イントロ]
type = AssertSpecial
trigger1 = 1
flag = Intro
[State 193, 効果音]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1200,0
[state 193, ゼロのコピー]
type = Helper
trigger1 = Time = 1
id = 7010
name = "BLACK-ZERO"
sprpriority = 4
pos = 28,0
postype = P1
stateno = 7010
helpertype = Normal
size.xscale = 1
size.yscale = 1
keyctrl = 0
ownpal = 1
[State 193, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;----------------------------------------------------------------------------
;黒ゼロ
[Statedef 7010]
type = S
movetype = I
physics = N
anim = 7010
sprpriority = 4
[State 7010, ワープ音]
type = PlaySnd
trigger1 = AnimElem = 10
value = 7010, 0
[State 7010, 速度]
type = VelAdd
trigger1 = AnimElem = 10,>= 0
trigger1 = Vel Y <= 1
y = -0.3
[State 7010, 影無し]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
;---------------------------------------------------------------------------
;しゃがみ開始
[Statedef 10]
type = S
physics = S
[State 10, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 0
;---------------------------------------------------------------------------
;しゃがみ
[Statedef 11]
type = C
physics = C
[State 11, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 0
;---------------------------------------------------------------------------
;しゃがみ終了
[Statedef 12]
type = S
physics = S
[State 12, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 0
;---------------------------------------------------------------------------
;歩き
[Statedef 20]
type = S
physics = S
[State 20, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 0
;---------------------------------------------------------------------------
;ジャンプ開始
[Statedef 40]
type = S
physics = S
[State 40, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 0
;---------------------------------------------------------------------------
;ジャンプ
[Statedef 50]
type = A
physics = A
[State 50, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 0
;---------------------------------------------------------------------------
;ダッシュ
[Statedef 100]
type = S
physics = S
[State 100, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 0
;---------------------------------------------------------------------------
;バックダッシュ
[Statedef 105]
type = S
physics = S
[State 105, ステート変更]
type = ChangeState
trigger1 = Time = 0
value = 0
;---------------------------------------------------------------------------
;体当たり
[Statedef 1000]
type = S
movetype= A
physics = N
velset = 0,0
ctrl = 0
anim = 1000
sprpriority = 6
[State 1000, 速度]
type = VelAdd
trigger1 = AnimElem = 2,>= 0
trigger1 = Vel X <= 6
x = 3.6
[State 1000, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA ;立ち状態で、通常の攻撃(sは立ち、nは通常、aは攻撃を表す)
damage = 45, 8 ;ダメージ量(左が当たった時、右はガードした時)
animtype = Light ;当てた時の相手のポーズ(light/midium/hard/back)から選択
guardflag = MA ;ガードできる状態(maは全ての状態でガード可能)
hitflag = MAF ;当てる事のできる条件
priority = 7, Hit ;攻撃の優先権(0弱い 4通常 7強い
pausetime = 0, 7 ;攻撃が当たった時の硬直時間(左が自分、右が相手)
hitsound = s5, 0 ;攻撃が当たった時になる音の指定
guardsound = s6, 0 ;相手がガードした時に鳴らす音
sparkno = -1 ;ヒットエフェクトのスプライトステート(無ければ0)
guard.sparkno = -1 ;ガードエフェクトのスプライトステート(無ければ0)
ground.type = Low ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い)
ground.slidetime = 6 ;相手が後にすべる時間
ground.hittime = 3 ;コンボが繋がる時間(高くしすぎない事)
ground.velocity = -4 ;地上で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
fall = 0 ;地上で受けた時に倒れるか
airguard.velocity = -1.8,-1.5 ;空中で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
air.type = Low ;空中で相手がくらった場所(上と同じ)
air.velocity = -1.8,-1.5 ;空中で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
air.hittime = 3 ;空中でコンボが繋がる時間
air.fall = 1 ;空中で受けた時に倒れるか
[State 1000, ステート変更]
type = ChangeState
trigger1 = frontedgedist < 10
trigger2 = time >= 40
trigger2 = command != "holdfwd"
value = 1001
;---------------------------------------------------------------------------
;体当たり(終了)
[Statedef 1001]
type = S
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 1001
sprpriority = 6
[State 1001, 速度]
type = VelAdd
trigger1 = Time = 0
x = 0
y = 0
[State 1001, 位置]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1001, ステート変更]
type = ChangeState
trigger1 = Time = 5
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;壁蹴り攻撃
[Statedef 1100]
type = A
movetype= A
physics = N
ctrl = 0
velset = 8.5,-1
anim = 1100
sprpriority = 1
[State 1100, VARセット]
type = VarSet
trigger1 = Time = 0
v = 8
value = 0
[State 1100, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA ;立ち状態で、通常の攻撃(sは立ち、nは通常、aは攻撃を表す)
damage = 40, 7 ;ダメージ量(左が当たった時、右はガードした時)
animtype = Hard ;当てた時の相手のポーズ(light/midium/hard/back)から選択
guardflag = MA ;ガードできる状態(maは全ての状態でガード可能)
hitflag = MAF ;当てる事のできる条件
priority = 7, Hit ;攻撃の優先権(0弱い 4通常 7強い
pausetime = 0, 7 ;攻撃が当たった時の硬直時間(左が自分、右が相手)
hitsound = s5, 0 ;攻撃が当たった時になる音の指定
guardsound = s6, 0 ;相手がガードした時に鳴らす音
sparkno = -1 ;ヒットエフェクトのスプライトステート(無ければ0)
guard.sparkno = -1 ;ガードエフェクトのスプライトステート(無ければ0)
ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い)
ground.slidetime = 6 ;相手が後にすべる時間
ground.hittime = 3 ;コンボが繋がる時間(高くしすぎない事)
ground.velocity = -5 ;地上で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
fall = 0 ;地上で受けた時に倒れるか
airguard.velocity = -2.2,-1.5 ;空中で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
air.type = High ;空中で相手がくらった場所(上と同じ)
air.velocity = -2.2,-1.5 ;空中で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
air.hittime = 3 ;空中でコンボが繋がる時間
air.fall = 0 ;空中で受けた時に倒れるか
[State 1100, ステート変更]
type = ChangeState
trigger1 = frontedgedist < 10
value = 1110
;---------------------------------------------------------------------------
;壁蹴り攻撃(捕まり)
[Statedef 1110]
type = A
physics = N
ctrl = 0
anim = 1110
[State 1110, 向きを変える]
type = Turn
trigger1 = Time = 0
[State 1110, VARセット]
type = VarSet
trigger1 = Command = "holddown"
trigger2 = Win
trigger3 = Lose
v = 8
value = 1
[State 1110, 位置セット]
type = PosSet
trigger1 = Facing = 1
x = -147
[State 1110, 位置セット]
type = PosSet
trigger1 = Facing = -1
x = 147
[State 1110, 速度セット]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
[State 1110, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
;---------------------------------------------------------------------------
;壁蹴り攻撃(2回目)
[Statedef 1101]
type = A
movetype= A
physics = N
ctrl = 0
velset = 8.5,-0.9
anim = 1100
sprpriority = 1
[State 1101, VARセット]
type = VarSet
trigger1 = Time = 0
trigger1 = Pos Y <= -140
v = 8
value = 1
[State 1101, 速度セット]
type = VelSet
trigger1 = Var(8) = 1
y = 0.9
[State 1101, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA ;立ち状態で、通常の攻撃(sは立ち、nは通常、aは攻撃を表す)
damage = 40, 7 ;ダメージ量(左が当たった時、右はガードした時)
animtype = Hard ;当てた時の相手のポーズ(light/midium/hard/back)から選択
guardflag = MA ;ガードできる状態(maは全ての状態でガード可能)
hitflag = MAF ;当てる事のできる条件
priority = 7, Hit ;攻撃の優先権(0弱い 4通常 7強い
pausetime = 0, 8 ;攻撃が当たった時の硬直時間(左が自分、右が相手)
hitsound = s5, 0 ;攻撃が当たった時になる音の指定
guardsound = s6, 0 ;相手がガードした時に鳴らす音
sparkno = -1 ;ヒットエフェクトのスプライトステート(無ければ0)
guard.sparkno = -1 ;ガードエフェクトのスプライトステート(無ければ0)
ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い)
ground.slidetime = 6 ;相手が後にすべる時間
ground.hittime = 3 ;コンボが繋がる時間(高くしすぎない事)
ground.velocity = -5 ;地上で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
fall = 0 ;地上で受けた時に倒れるか
airguard.velocity = -2.2,-1.5 ;空中で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
air.type = High ;空中で相手がくらった場所(上と同じ)
air.velocity = -2.2,-1.5 ;空中で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
air.hittime = 3 ;空中でコンボが繋がる時間
air.fall = 0 ;空中で受けた時に倒れるか
[State 1101, ステート変更]
type = ChangeState
trigger1 = frontedgedist < 10
value = 1110
[State 1101, ステート変更]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1001
;---------------------------------------------------------------------------
;サーベル(開始)
[Statedef 1200]
type = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 1200
sprpriority = 2
[State 1200, 速度]
type = VelAdd
trigger1 = AnimElem = 2,>= 0
trigger1 = Vel x <= 6
x = 3.3
[State 1200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[State 1200, ステート変更]
type = ChangeState
trigger1 = P2BodyDist X < 4
value = 1201
;---------------------------------------------------------------------------
;サーベル(攻撃)
[Statedef 1201]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1201
sprpriority = 2
[State 1201, 残像]
type = Explod
trigger1 = AnimElem = 2
anim = 1205
postype = P1
pos = 0,0
velocity = 0,0
accel = 0,0
removetime = 28
sprpriority = 4
[State 1201, 効果音]
type = PlaySnd
trigger1 = Time = 1
value = 1200,0
[State 1201, ヒット定義]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA ;立ち状態で、通常の攻撃(sは立ち、nは通常、aは攻撃を表す)
damage = 40, 8 ;ダメージ量(左が当たった時、右はガードした時)
animtype = Light ;当てた時の相手のポーズ(light/midium/hard/back)から選択
guardflag = LHA ;ガードできる状態(maは全ての状態でガード可能)
hitflag = MAF ;当てる事のできる条件
priority = 7, Hit ;攻撃の優先権(0弱い 4通常 7強い
pausetime = 6, 8 ;攻撃が当たった時の硬直時間(左が自分、右が相手)
hitsound = s5, 0 ;攻撃が当たった時になる音の指定
guardsound = s6, 0 ;相手がガードした時に鳴らす音
sparkno = -1 ;ヒットエフェクトのスプライトステート(無ければ0)
guard.sparkno = -1 ;ガードエフェクトのスプライトステート(無ければ0)
ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い)
ground.slidetime = 10 ;相手が後にすべる時間
ground.hittime = 3 ;コンボが繋がる時間(高くしすぎない事)
ground.velocity = -6 ;地上で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
fall = 0 ;地上で受けた時に倒れるか
airguard.velocity = -2.1,-1.4 ;空中で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
air.type = High ;空中で相手がくらった場所(上と同じ)
air.velocity = -2.1,-1.4 ;空中で攻撃をくらった場合の相手の移動状況(xとyで小数点可)
air.hittime = 3 ;空中でコンボが繋がる時間
air.fall = 1 ;空中で受けた時に倒れるか
[State 1201, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;弾丸
[Statedef 1300]
type = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
anim = 1300
sprpriority = 2
[State 1300, 光]
type = Explod
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
anim = 6000
postype = P1
pos = 3,-51
velocity = 0,0
accel = 0,0
removetime = 10
sprpriority = 4
[State 1300, 効果音]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
value = 1300,0
[State 1300, 飛び道具のヒット定義]
type = Projectile
trigger1 = AnimElem = 2
projanim = 6005
projhitanim = -1
projpriority = 1
projshadow = -1
offset = -2,-53
velocity = 4,5
attr = S, SP
damage = 25, 6
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 4, 7
hitsound = s5, 0
guardsound = s6, 0
sparkno = -1
guard.sparkno = -1
ground.type = Low
ground.slidetime = 6
ground.hittime = 3
ground.velocity = -6
fall = 0
air.animtype = Back
air.velocity = -1.8,-1.1
airguard.velocity = -1.8,-1.1
air.juggle = 2
air.fall = 0
offset = 0,0
[State 1300, 飛び道具のヒット定義2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 6005
projhitanim = -1
projpriority = 1
projshadow = -1
offset = -2,-53
velocity = 6,5
attr = S, SP
damage = 25, 6
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 4, 7
hitsound = s5, 0
guardsound = s6, 0
sparkno = -1
guard.sparkno = -1
ground.type = Low
ground.slidetime = 6
ground.hittime = 3
ground.velocity = -6
fall = 0
air.animtype = Back
air.velocity = -1.8,-1.1
airguard.velocity = -1.8,-1.1
air.juggle = 2
air.fall = 0
offset = 0,0
[State 1300, 飛び道具のヒット定義3]
type = Projectile
trigger1 = AnimElem = 6
projanim = 6005
projhitanim = -1
projpriority = 1
projshadow = -1
offset = -2,-53
velocity = 8,5
attr = S, SP
damage = 25, 6
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 4, 7
hitsound = s5, 0
guardsound = s6, 0
sparkno = -1
guard.sparkno = -1
ground.type = Low
ground.slidetime = 6
ground.hittime = 3
ground.velocity = -6
fall = 0
air.animtype = Back
air.velocity = -1.8,-1.1
airguard.velocity = -1.8,-1.1
air.juggle = 2
air.fall = 0
offset = 0,0
[State 1300, 飛び道具のヒット定義4]
type = Projectile
trigger1 = AnimElem = 8
projanim = 6005
projhitanim = -1
projpriority = 1
projshadow = -1
offset = -2,-53
velocity = 11,5
attr = S, SP
damage = 25, 6
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 4, 7
hitsound = s5, 0
guardsound = s6, 0
sparkno = -1
guard.sparkno = -1
ground.type = Low
ground.slidetime = 6
ground.hittime = 3
ground.velocity = -6
fall = 0
air.animtype = Back
air.velocity = -1.8,-1.1
airguard.velocity = -1.8,-1.1
air.juggle = 2
air.fall = 0
offset = 0,0
[State 1300, 飛び道具のヒット定義5]
type = Projectile
trigger1 = AnimElem = 10
projanim = 6005
projhitanim = -1
projpriority = 1
projshadow = -1
offset = -2,-53
velocity = 14,5
attr = S, SP
damage = 25, 6
animtype = Hard
guardflag = MA
hitflag = MAFP
pausetime = 4, 7
hitsound = s5, 0
guardsound = s6, 0
sparkno = -1
guard.sparkno = -1
ground.type = Low
ground.slidetime = 6
ground.hittime = 3
ground.velocity = -6
fall = 0
air.animtype = Back
air.velocity = -1.8,-1.1
airguard.velocity = -1.8,-1.1
air.juggle = 2
air.fall = 0
offset = 0,0
[State 1300, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガード(開始)
[Statedef 1400]
type = S
movetype= I
physics = S
ctrl = 0
anim = 1400
sprpriority = 2
[State 1400, やられ動作]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1401
ignorehitpause = 1
pausemovetime = 9999
[State 1400, 当身]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
priority = 7,Dodge
sparkno = -1
pausetime = 0,0
hitsound = s6,0
numhits = 0
[State 1400, 押し合い判定]
type = PlayerPush
trigger1 = 1
value = 1
[State 1400, リセット]
type = MoveHitReset
trigger1 = MoveHit
[State 1400, 歩かない]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 1400, ステート変更]
type = ChangeState
trigger1 = Time >= 70
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;ガード(硬直)
[Statedef 1401]
type = U
movetype= A
physics = U
ctrl = 0
anim = 1400
sprpriority = 2
[State 1401, やられ動作]
type = HitOverRide
trigger1 = 1
time = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 1401
ignorehitpause = 1
pausemovetime = 9999
[State 1401, 当身]
type = ReversalDef
trigger1 = 1
reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
priority = 7,Dodge
p1stateno = 1401
sparkxy = 0,0
pausetime = 0,0
hitsound = s6,0
numhits = 0
[State 1401, 押し合い判定]
type = PlayerPush
trigger1 = 1
value = 1
[State 1401, 移動]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
[State 1401, ステート変更]
type = ChangeState
trigger1 = time >= 70
value = 0
ctrl = 1
[State 1401, ステート変更]
type = ChangeState
trigger1 = time = 0
value = 1400
IgnoreHitPause = 1
PauseMoveTime = 99999
;---------------------------------------------------------------------------
;敗北前
[Statedef 8000]
type = S
movetype= I
ctrl = 0
velset = 0,0
anim = 8000
[State 8000, 爆発音]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8000, 0
[state 8000, 爆発]
type = Explod
trigger1 = AnimElem = 2
anim = 6500
ID = 6500
postype = P1
bindtime = 1
pos = -12,-38
sprpriority = 999999
pausemovetime = 0
ownpal = 1
[state 8000, 爆発]
type = Explod
trigger1 = AnimElem = 2,>=0
trigger1 = Time <= 480
trigger1 = Time%5 = 0
anim = 6500
ID = 6500
postype = P1
bindtime = 1
pos = -13+(random%40),-38+(random%43)
sprpriority = 999999
pausemovetime = 0
ownpal = 1
[state 8000, 煙]
type = Explod
trigger1 = AnimElem = 2
anim = 6501
ID = 6501
postype = P1
bindtime = 1
pos = -10,-46
velocity = -.6,-3.1
sprpriority = 999999
pausemovetime = 0
ownpal = 1
[state 8000, 煙]
type = Explod
trigger1 = AnimElem = 2,>=0
trigger1 = Time <= 312
trigger1 = Time%2 = 0
anim = 6501
ID = 6501
postype = P1
bindtime = 1
pos = -10+(random%30),-46+(random%30)
velocity = -.6,-3.1
sprpriority = 999999
pausemovetime = 0
ownpal = 1
[state 8000, VAR増減]
type = VarAdd
trigger1 = time >= 250
trigger1 = time <= 378
v = 20
value = 2
[state 8000, VAR増減]
type = VarAdd
trigger1 = time >= 480
trigger1 = time < 512
v = 20
value = -8
[state 8000, VARセット]
type = VarSet
trigger1 = Time = 250
trigger2 = Time = 513
v = 20
value = 0
[State 8000, 背景の色]
type = AllPalFX
trigger1 = Time >= 250
time = 1
add = var(20),var(20),var(20)
invertall = 0
color = 256
[state 8000, 本体の状態]
type = AssertSpecial
trigger1 = Time >= 480
flag = NoShadow
flag2 = Invisible
[state 8000, ライフセット]
type = LifeSet
trigger1 = Time = 0
value = 1
[state 8000, ライフセット]
type = LifeSet
trigger1 = Time = 515
value = 0
[state 8000, ステート変更]
type = ChangeState
trigger1 = Time = 515
value = 5150
;---------------------------------------------------------------------------
;アーマー
[Statedef 10000]
type = A
movetype= I
physics = N
ctrl = 0
velset = 0,0
anim = 10000
sprpriority = 10
[state 10000, 振り向き]
type = Turn
trigger1 = Facing != Root,Facing
[state 10000, ステート状態]
type = StateTypeSet
trigger1 = Root,StateType = S
value = S
[state 10000, ステート状態]
type = StateTypeSet
trigger1 = Root,StateType = C
value = C
[state 10000, ステート状態]
type = StateTypeSet
trigger1 = Root,StateType = A
value = A
[state 10000, アニメ変更]
type = ChangeAnim
triggerall = Anim != 9000
trigger1 = Root,Stateno = 191
trigger2 = Root,Stateno = 192
trigger3 = Root,Stateno = 193
trigger4 = Root,Stateno = 181
trigger5 = Root,Stateno = 170
trigger6 = Root,Stateno = 1400
trigger7 = Root,Stateno = 1401
trigger8 = Root,Stateno = 8000
trigger9 = Root,Stateno = 5150
value = 9000
[state 10000, アニメ変更]
type = ChangeAnim
triggerall = Anim != 10000
trigger1 = Root,Stateno != 191
trigger1 = Root,Stateno != 192
trigger1 = Root,Stateno != 183
trigger1 = Root,Stateno != 181
trigger1 = Root,Stateno != 170
trigger1 = Root,Stateno != 1400
trigger1 = Root,Stateno != 1401
trigger1 = Root,Stateno != 8000
trigger1 = Root,Stateno != 5150
value = 10000
[state 10000, 押し合い判定]
type = PlayerPush
trigger1 = 1
value = 0
[state 10000, ストーカー]
type = BindToRoot
trigger1 = 1
pos = 0,0
[state 10000, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
[state 10000, ヒット]
type = HitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
time = -1
[state 10000, やられ動作]
type = HitOverRide
trigger1 = 1
attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
stateno = 10001
;----------------------------------------------------------------------------
;アーマー(ダメージ加算)
[Statedef 10001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 9000
velset = 0,0
sprpriority = 10
[state 10001, ストーカー]
type = BindToParent
trigger1 = 1
pos = 0,0
[state 10001, 無敵]
type = NotHitBy
trigger1 = 1
value = SCA
time = -1
ignorehitpause = 1
[state 10001, VARセット]
type = VarSet
trigger1 = Time = 0
v = 9
value = 0
[state 10001, VAR増減]
type = VarAdd
trigger1 = Time = 0
v = 9
value = Floor(GetHitVar(damage) * 0.85)
[state 10001, VARセット]
type = VarSet
trigger1 = Time = 0
trigger1 = var(9) >= 400
v = 9
value = 400
[state 10001, VARセット]
type = ParentVarSet
trigger1 = time = 0
var(10) = var(9)
[state 10001, VARセット]
type = ParentVarSet
trigger1 = 1
v = 11
value = 1
[state 10001, ステート変更]
type = ChangeState
trigger1 = Time = 40
value = 10000
;----------------------------------------------------------------------------
;BGM
[Statedef 9000]
type = S
movetype = I
physics = N
ctrl = 0
anim = 9000
velset = 0,0
sprpriority = 0
[State 9000, VSシグマ戦]
type = PlaySnd
trigger1 = Time = 1
value = 9999, 0
channel = 6
loop = 1
[state 9000, ステート変更]
type = Changestate
trigger1 = Lose
trigger2 = Root,StateNo = 8000
trigger2 = Root,AnimElem = 2
value = 9001
;----------------------------------------------------------------------------
;BGMストップ
[Statedef 9001]
type = S
movetype = A
physics = N
ctrl = 0
anim = 9000
velset = 0,0
sprpriority = 0
[State 9001, 音を止める]
type = StopSnd
trigger1 = Time = 0
channel = 6
;---------------------------------------------------------------------------
; Statedef -2
;---------------------------------------------------------------------------
[Statedef -2]
[State -2, ガード不能]
type = AssertSpecial
trigger1 = 1
flag = NoStandGuard
flag2 = NoCrouchGuard
flag3 = NoAirGuard
[State -2, 演出]
type = AssertSpecial
trigger1 = 1
flag = NoKoSlow
flag2 = NoShadow
[State -2, 行動]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
;[State -2, ステージBGM停止]
;type = AssertSpecial
;trigger1 = var(25) = 0
;flag = NoMusic
[State -2, ステート移動]
type = SelfState
trigger1 = StateNo != 5150
trigger1 = MoveType = H
value = 1000
[State -2, カメラ固定]
type = ScreenBound
trigger1 = statetype = A
value = 1
movecamera = 0,1
[State -2, アーマー]
type = Helper
trigger1 = NumHelper(10000) = 0
ID = 10000
name = "ARMOR"
sprpriority = 0
pos = 0,0
postype = p1
stateno = 10000
helpertype = Normal
pausemovetime = 0
ignorehitpause = 1
persistent = 0
keyctrl = 0
ownpal = 1
[State -2, ライフ増減]
type = LifeAdd
trigger1 = StateNo != 8000
value = -var(10)
[state -2, VARセット]
type = VarSet
trigger1 = var(10) != 0
v = 10
value = 0
[state -2, ライフセット]
type = Lifeset
trigger1 = NumHelper(10000) = 0
value = 10000
[state -2, 点滅]
type = PalFx
triggerall = var(11) = 1
trigger1 = Time % 3 = 0
trigger2 = Time % 3 = 1
time = 1
add = 160,170,225
mul = 200,200,225
color = 0
[state -2, VARセット]
type = VarSet
trigger1 = 1
v = 11
value = 0
;[state -2, BGM]
;type = Helper
;triggerall = IsHelper = 0
;trigger1 = NumHelper(9000) = 0
;trigger1 = Anim = 0
;trigger1 = Time = 1
;trigger1 = Var(25) = 0
;id = 9000
;name = "MUSIC"
;sprpriority = 5
;pos = 0,0
;postype = P1
;stateno = 9000
;helpertype = Normal
;pausemovetime = 0
;ignorehitpause = 1
;persistent = 0
;keyctrl = 0
;ownpal = 1
[state -2, ステート変更]
type = ChangeState
trigger1 = Life <= var(10)
trigger1 = StateNo != 8000
trigger1 = StateNo != 5150
value = 8000
;---------------------------------------------------------------------------
; Statedef -3
;---------------------------------------------------------------------------
[Statedef -3]
[State -3, BGMの有無]
type = VarSet
trigger1 = 1
var(25) = 0 ;0=有り 1=無し
ignorehitpause = 1