;※※※※※※※※※※※※※※※※※※※※前避け ;理論説明 ;今回は避けなので当たり判定もいらない移動のみのステートです。 ;しかし世の中、前のみではない、「後ろ避け」もあります。 ;というわけで効率化を目指してみよう・・・安易?(-_-;) ;まずスプライトを分割すると開始、回転、終了になります。 ;なぜ分割するかというと「後ろ避け」を作るから。 ;前のスプライト順を1,2,3とするなら後ろは3,2,1とすればオッケーになるというわけだ。 ;この時点でステート6個、AIRが3個・・・・効率化成功してる・・・か?(文句は言わないで(-_-;) ;※※※※※※※※※※※※※※※※※※※※前避けの開始 [Statedef 2200] type = S movetype= A physics = S juggle = 0 poweradd= 0 ctrl = 0 velset = 3,0 anim = 2200 sprpriority = 2 [State -1, Kung Fu Throw] type = ChangeState trigger1 = animtime = 0 value = 2210 ctrl = 0 ;※※※※※※※※※※※※※※※※※※※※前避けの回転 [Statedef 2210] type = S movetype= A physics = S juggle = 0 poweradd= 0 ctrl = 0 velset = 10,0 anim = 2210 sprpriority = 2 [State -1, Kung Fu Throw] type = ChangeState trigger1 = time = 10 value = 2220 ctrl = 0 ;※※※※※※※※※※※※※※※※※※※※前避けの終了 [Statedef 2220] type = S movetype= A physics = S juggle = 0 poweradd= 0 ctrl = 0 velset = 0,0 anim = 2220 sprpriority = 2 [State -1, Kung Fu Throw] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1 ;※※※※※※※※※※※※※※※※※※※※後避けの開始 [Statedef 2250] type = S movetype= A physics = S juggle = 0 poweradd= 0 ctrl = 0 velset = -3,0 anim = 2220;←前避けの3にあたるスプライト sprpriority = 2 [State -1, Kung Fu Throw] type = ChangeState trigger1 = animtime = 0 value = 2260 ctrl = 0 ;※※※※※※※※※※※※※※※※※※※※後避けの回転 [Statedef 2260] type = S movetype= A physics = S juggle = 0 poweradd= 0 ctrl = 0 velset = -10,0 anim = 2210;←前避けの2にあたるスプライト sprpriority = 2 [State -1, Kung Fu Throw] type = ChangeState trigger1 = animtime = 0 value = 2270 ctrl = 0 ;※※※※※※※※※※※※※※※※※※※※後避けの終了 [Statedef 2270] type = S movetype= A physics = S juggle = 0 poweradd= 0 ctrl = 0 velset = 0,0 anim = 2200;←前避けの1にあたるスプライト sprpriority = 2 [State -1, Kung Fu Throw] type = ChangeState trigger1 = animtime = 0 value = 0 ctrl = 1