; これはカンフーマンのCNSファイルです。 ; コメントを参考にしてCNSを理解してください ; これはKFMの定数と状態のファイルです。 ; 絶対記入し、削除はしないでください。 [Data] ;体力ゲージの初期値 life = 1000 ;攻撃力(これ以上に設定すると強くなる) attack = 100 ;防御力(これ以上に設定すると強くなる) defence = 100 ;コンボをくらっている時にあがる防御力 fall.defence_up = 50 ;倒れてから起上がるまでのフレーム数 liedown.time = 60 ;空中でどれだけコンボが繋がるか(高くすると無限コンボになるので注意) airjuggle = 15 ;hitdefで設定していない時の基本ヒットスパークナンバー sparkno = 2 ;設定してない時のガードナンバー guard.sparkno = 40 ;KOした時に声にエコーをかけるか(1でON) KO.echo = 0 volume = 0 IntPersistIndex = 60 FloatPersistIndex = 40 [Size] xscale = 1 ;水平方向の縮尺(通常1) yscale = 1 ;垂直方向の縮尺(通常1) ground.back = 15 ;キャラの幅(後方,地上) ground.front = 16 ;キャラの幅(前方,地上) air.back = 12 ;キャラの幅(後方,空中) air.front = 12 ;キャラの幅(前方,空中) height = 60 ;キャラの高さ attack.dist = 160 ;攻撃をした時相手がガード体制に入る最低距離 proj.attack.dist = 90;攻撃をした時相手がガード体制に入る最低距離(飛び道具) proj.doscale = 0 ;上で設定した縮尺を飛び道具にも適用するか(1でON) head.pos = -5, -90 ;頭の大体の座標 mid.pos = -5, -60 ;体の中心の大体の座標 shadowoffset = 0 ;影の垂直方向のオフセット draw.offset = 0,0 ;使用しない [Velocity] walk.fwd = 2.4 ;前進の速度 walk.back = -2.2 ;後退の速度 run.fwd = 5.6, 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,-6.8 ;後ダッシュの速度(ホップする時はyを-にする) jump.neu = 0,-7.5 ;垂直ジャンプの速度 jump.back = -2.55 ;後ジャンプの速度 jump.fwd = 2.8 ;前ジャンプの速度 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) runjump.fwd = 4,-6.5 ;前ダッシュしながらのジャンプ速度(オプション) airjump.neu = 0,-6.1 ;2段ジャンプ以降の垂直ジャンプの速度(オプション) airjump.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) airjump.fwd = 2.5 ;2段ジャンプ以降の前ジャンプの速度 [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, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; 勝った動作1 [Statedef 180] type = S [State 180, 1] type = ChangeState trigger1 = Time = 0 value = 181 ;--------------------------------------------------------------------------- ; 勝った動作2 [Statedef 181] type = S ctrl = 0 anim = 181 velset = 0,0 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------------------------------------------------- ; 開始前の動作 [Statedef 191] type = S ctrl = 0 anim = 190 velset = 0,0 [State 191, 1] type = ChangeAnim trigger1 = RoundState = 0 value = 190 [State 191, 2] type = AssertSpecial trigger1 = 1 flag = Intro [State 191, 3] type = PlaySnd trigger1 = Time = 50 value = 9,0 [State 191, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;--------------------------------------------------------------------------- ; 挑発の動作 ;[Statedef 195] ;type = S ;ctrl = 0 ;anim = 195 ;velset = 0,0 ;movetype = I ;physics = S ;sprpriority = 2 ;[State 195, 1] ;type = CtrlSet ;trigger1 = Time = 40 ;value = 1 ;[State 195, 2] ;type = ChangeState ;trigger1 = AnimTime = 0 ;value = 0 ;ctrl = 1 ;--------------------------------------------------------------------------- ; 立ち・弱・パンチ・の動作 [Statedef 200] type = S movetype= A physics = S juggle = 1 ;Commonly-used controllers: velset = 0,0 ;このステートが始まった時に移動するか(0,0で動かない) ctrl = 0 ;このステート中に他のコマンドを受け付けるか(1で受け付ける) anim = 200 ;このステートで表示するスプライトステート番号(0で変化無し) poweradd = 20 ;このステートを使った時のパワー増加量(0で変化無し) sprpriority = 2 ;表示した絵の重なり具合(2一番前 0通常 -1奥) [State 200, 1] type = VelSet trigger1 = AnimElem = 1 x = 5 [State 200,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 200, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 200, 1] type = HitDef trigger1 = AnimElem = 5 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 = 9, 0 ;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 = 3, Hit ;攻撃の優先権(0弱い 4通常 7強い pausetime = 3,6 ;攻撃が当たった時の硬直時間(左が自分、右が相手) sparkno = S10000 ;ヒットエフェクトのスプライトステート(無ければ0) sparkxy = -5, -25 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0, 3 ;ヒットした時の音(s*,*にすると自分の音を使う) guardsound = 6, 0 ;ガードした時の音(同上) ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い) ground.slidetime = 5 ;相手が後にすべる時 ground.hittime = 35 ;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) airguard.velocity = -1.9,-.8 ;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 = -1.4,-3 ;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 = 12 ;空中でコンボが繋がる時間 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger2 = AnimElem = 5 value = 0, 0 [State 200, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 100, 0 [State 200, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; 立ち・強・パンチ・の動作 ; 強パンチの設定は上とほぼ同じです。 ; 違うのはsprpriority(表示順位)が-1になっている事です。 ; これでは攻撃を出しても絵は相手の後ろに隠れてしまいます ; これはカンフーマンの強パンチを見れば分かるように奥から手前に手を振っている事を ; 表現するためです、最初は手が相手より奥、振り切った時は相手より手前になる ; 投げの場合もこういうことが必要です(掴んでいるようにみせたりするため) [Statedef 210] type = S movetype= A physics = S juggle = 4 poweradd= 65 ctrl = 0 velset = 0,0 anim = 210 sprpriority = 2 [State 210,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 210, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 30 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 210, Width] type = Width trigger1 = (AnimElemTime (2) >= 0) && (AnimElemTime (7) < 0) value = 15,0 [State 210, 1] type = VelSet trigger1 = AnimElem = 2 x = 10 [State 210, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 210, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 1 [State 210, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = Medium damage = 28 guardflag = MA pausetime = 3,6 sparkno = S10000 sparkxy = -5,-25 hitsound = S0,4 guardsound = 6,0 ground.type = High ground.slidetime = 10 ground.hittime = 40 ground.velocity = -5.5 air.velocity = -2.5,-4 [State 210, 3] type = ChangeAnim trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0 trigger1 = movecontact ignorehitpause = 1 persistent = 0 value = 210 elem = 6 [State 210, 5] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; 立ち・強・パンチ・の動作2 [Statedef 230] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 230 sprpriority = 2 [State 230,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 230, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 30 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 230, 1] type = VelSet trigger1 = AnimElem = 2 x = 10 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 230, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 230, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 40 guardflag = MA pausetime = 3,6 sparkno = S10000 sparkxy = -5,-20 hitsound = S0,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 35 ground.velocity = -10,-2 air.velocity = -2.5,-3.5 fall = 1 [State 230, 3] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; 立ち・弱・キック [Statedef 240] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 240 sprpriority = 2 [State 240,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 240, 1] type = PlaySnd trigger1 = AnimElem = 2 trigger2 = AnimElem = 5 value = 0, 0 [State 240, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 100, 1 [State 240, 1] type = VelSet trigger1 = AnimElem = 1 x = 6 [State 240, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 240, 2] type = HitDef trigger1 = AnimElem =5 trigger2 = AnimElem =7 attr = S, NA animtype = Medium damage = 33 guardflag = MA pausetime = 3,6 sparkno = S10000 sparkxy = -5,-35 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0,4 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 35 ground.velocity = -6 air.velocity = -2.2,-3.2 [State 240, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------- ; 立ち・強・キック [Statedef 430] type = S movetype= A physics = S juggle = 1 ;Commonly-used controllers: velset = 0,0 ;このステートが始まった時に移動するか(0,0で動かない) ctrl = 0 ;このステート中に他のコマンドを受け付けるか(1で受け付ける) anim = 430 ;このステートで表示するスプライトステート番号(0で変化無し) poweradd = 20 ;このステートを使った時のパワー増加量(0で変化無し) sprpriority = 2 ;表示した絵の重なり具合(2一番前 0通常 -1奥) [State 430,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 430, 1] type = VelSet trigger1 = AnimElem = 1 x = 8 [State 430, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 430, 1] type = HitDef trigger1 = AnimElem =5 trigger2 = AnimElem =7 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 = 11, 0 ;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 = 3, Hit ;攻撃の優先権(0弱い 4通常 7強い pausetime = 3, 6 ;攻撃が当たった時の硬直時間(左が自分、右が相手) sparkno = S10000 sparkxy = -5,-35 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0, 4 ;ヒットした時の音(s*,*にすると自分の音を使う) guardsound = 6, 0 ;ガードした時の音(同上) ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い) ground.slidetime = 5 ;相手が後にすべる時間 ground.hittime = 35 ;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) airguard.velocity = -1.9,-.8 ;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 = -1.4,-3 ;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 = 12 ;空中でコンボが繋がる時間 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 430, 1] type = PlaySnd trigger1 = Time = 1 value = 100, 2 [State 430, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------- ; 立ち・強・キック2 [Statedef 410] type = S movetype= A physics = S juggle = 5 poweradd= 65 ctrl = 0 velset = 0,0 anim = 410 sprpriority = 2 [State 410,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 410, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 0, 0 [State 410, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 0 [State 410, 1] type = VelSet trigger1 = AnimElem = 1 x = 10 [State 410, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 410, 2] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 45 guardflag = MA pausetime = 5,5 sparkno = S10000 sparkxy = -5,-20 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0,4 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 25 ground.velocity = -1,-8 air.velocity = -2.2,-8 fall = 1 fall.recover = 0 [State 410, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------ ;闇の力1 [Statedef 1000] type = S movetype= A physics = S juggle = 6 ;Commonly-used controllers: velset = 0,0 ;このステートが始まった時に移動するか(0,0で動かない) ctrl = 0 ;このステート中に他のコマンドを受け付けるか(1で受け付ける) anim = 1000 ;このステートで表示するスプライトステート番号(0で変化無し) poweradd = -30 ;このステートを使った時のパワー増加量(0で変化無し) sprpriority = 2 ;表示した絵の重なり具合(2一番前 0通常 -1奥) [State 1000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 2 [State 1000, 3] type = PlaySnd trigger1 = AnimElem = 5 value = 120, 0 [State 1000, 4] type = Explod trigger1 = AnimElem = 1 id = 10060 anim = 10060 pos = 0,0 postype = p1 sprpriority = 20 ownpal = 1 supermove = 1 [State 1000, 5] type = Explod trigger1 = AnimElem = 6 id = 10011 anim = 10011 pos = 0,0 postype = p1 sprpriority = 20 ownpal = 1 supermove = 1 [State 1000, 6] type = Explod trigger1 = AnimElem = 2 id = 10020 anim = 10020 pos = 0,-20 postype = p1 sprpriority = -3 ownpal = 1 supermove = 1 [State 1000,7] type = helper trigger1 = AnimElem = 6 name = "helper1" id = 10240 pos = 0,0 postype = p1 stateno = 10240 helpertype = normal ownpal = 1 keyctrl = 1 [State 1000, 8];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 50 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1000, 9] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;空中斬り1 [Statedef 600] type = A movetype= A physics = A juggle = 2 poweradd= 11 ctrl = 0 anim = 600 sprpriority = 2 [State 600,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 600, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 1 [State 600, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 600, 2] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 30 animtype = medium guardflag = medium priority = 3 pausetime = 7,8 sparkno = S10000 sparkxy = -5,-25 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0, 4 guardsound = 6, 0 ground.type = High ground.slidetime = 5 ground.hittime = 15 ground.velocity = -2,0 air.velocity = -2,0 [State 600, 3] type = CtrlSet trigger1 = Time = 17 value = 1 ;--------------------------------------------------------------------------- ;空中・キック [Statedef 610] type = A movetype= A physics = A juggle = 4 poweradd= 65 ctrl = 0 anim = 610 sprpriority = 2 [State 610, 2] type = PlaySnd trigger1 = Time = 2 value = 0, 0 [State 610,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 610, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 1 [State 610, 1] type = HitDef trigger1 = Time = 0 attr = A, NA damage = 26 guardflag = HA priority = 3 pausetime = 8,8 sparkno = S10000 sparkxy = -5,-25 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0, 4 guardsound = 6, 0 ground.type = High ground.slidetime = 6 ground.hittime = 15 ground.velocity = -4 air.velocity = -2,-3 ;-------------------------------- ;屈み・斬り上げ [Statedef 440] type = C movetype= A physics = C juggle = 5 poweradd= 22 ctrl = 0 anim = 440 sprpriority = 2 [State 440,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 440, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 440, 1] type = VelSet trigger1 = AnimElem = 1 x = 10 [State 440, 1] type = PlaySnd trigger1 = Time = 1 value = 0, 0 [State 440, 2] type = HitDef trigger1 = AnimElem = 2 attr = S, NA animtype = up damage = 25 hitflag = MAF guardflag = MA pausetime = 12,12 sparkno = S10000 sparkxy = -5,-17 hitsound = S0,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 25 ground.velocity = -0.6,-8 guard.velocity = -6 air.velocity = -0.3,-8 airguard.velocity = -2,-4.5 p2facing = 1 fall = 1 fall.recover = 0 [State 440, 3] type = ChangeState trigger1 = AnimTime = 0 value = 11 ctrl = 1 ;--------------------------------------------------------------------------- ; [Statedef 1000] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1000 ctrl = 0 sprpriority = 2 [State 1000, NotHitby] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 36 [State 1000, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 1 [State 1000, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 0, 2 [State 1000, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 5 [State 1000, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 30 trans = add1 timegap = 1 framegap = 2 length = 8 palbright = 12,12,12 palcontrast = 225,225,225 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1000, 5] type = VelSet trigger1 = AnimElem = 1 trigger2 = AnimElem = 5 x = 15 y = -1 [State 1000, 5] ;相手が近い時 type = HitDef trigger1 = AnimElem = 3 attr = S, SA animtype = Hard damage = 50, 4 priority = 6 guardflag = MA pausetime = 15,18 sparkno = S10000 ;ヒットエフェクトのスプライトステート(無ければ0) sparkxy = -5, -25 hitsound = S1,1 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -4,-5 air.velocity = -4,-4 [State 1000, 6] ;相手が遠い時 type = HitDef trigger1 = AnimElem = 7 attr = S, SA animtype = Hard damage = 60, 4 priority = 5 guardflag = MA pausetime = 15,15 sparkno = S10000 ;ヒットエフェクトのスプライトステート(無ければ0) sparkxy = -5, -25 hitsound = S0,4 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 15 ground.velocity = -20 air.velocity = -25,-2.5 fall = 1 [State 1000,***] type = helper trigger1 = AnimElem = 1 name = "helper1" id = 10020 pos = 30,0 postype = p1 stateno = 10020 helpertype = normal ownpal = 1 keyctrl = 1 [State 1000, 4] type = ChangeState trigger1 = AnimTime = 0 value = 10030 ctrl = 0 ;--------------------------------------------------- ;斬り下ろし [Statedef 1010] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1010 ctrl = 0 sprpriority = 2 [State 1010, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 10 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1010, NotHitby] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 10 [State 1010, 5] type = VelSet trigger1 = AnimElem = 1 x = 5 y = -10 [State 1010, 4] type = ChangeState trigger1 = AnimTime = 0 value = 1020 ctrl = 0 [Statedef 1020] type = A movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 1020 ctrl = 0 sprpriority = 2 [State 1020, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 1020, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 2 [State 1020, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 15 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1020,***] type = Explod trigger1 = (Vel y > 1) && (Pos y >= 1) id = 10120 anim = 10120 pos = 0,-10 postype = p1 removetime = 28 sprpriority = 6 ownpal = 1 supermove = 1 [State 1020, 5] type = VelSet trigger1 = AnimElem = 1 x = 2 [State 1020,***] type = Explod trigger1 = AnimElem= 3 anim = 1071 id = 1071 pos = 0,0 ;postype = p1 sprpriority = 8 bindtime = 30 ;removetime = 22 ownpal = 1 [State 1020, 5] ;相手が近い時 type = HitDef trigger1 = time = 0 attr = S, SA animtype = Hard hitflag = MAFD damage = 60, 10 priority = 6 guardflag = MA pausetime = 3,5 sparkno = S10000 ;ヒットエフェクトのスプライトステート(無ければ0) sparkxy = -5, -25 hitsound = S0,4 guardsound = 6,0 ground.type = Low ground.slidetime = 12 ground.hittime = 35 ground.velocity = -8,-2 air.velocity = -2,8 fall.recover = 0 fall = 1 [State 1020, 4] type = EnvShake trigger1 = (Vel y > 1) && (Pos y >= 1) time = 30 freq = 30 ampl = -6 phase = 90 [State 1020, 3] type = VelAdd trigger1 = 1 y = 1.45 [State 1020, 7] type = ChangeState trigger1 = Vel Y > 0 && Pos Y >= 0 value = 1070 ctrl = 0 ;----------- ; 斬り降ろし終わり [Statedef 1070] type = S physics = S ctrl = 0 anim = 1070 [State 1070, 1] type = VelSet trigger1 = Time = 0 y = 0 [State 1070, 2] type = PosSet trigger1 = Time = 0 y = 0 [State 1070, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ; 攻撃をくらった相手の状態 [Statedef 1025] type = A movetype= H physics = N velset = 0,0 [State 1025, Anim] ;2Pのスプライトステートを変更しています type = ChangeAnim2 trigger1 = 1 value = 1025 [State 1025, State] type = ChangeState trigger1 = HitShakeOver = 1 value = 1026 ;------------------ ; 飛んでいく相手のステート [Statedef 1026] type = A movetype= H physics = N [State 1026, Velocity] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 1026, Gravity] type = VelAdd trigger1 = 1 y = .45 [State 1026, No scroll] type = ScreenBound triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist < 65 trigger2 = FrontEdgeBodyDist < 65 value = 1 movecamera = 0,1 [State 1026, Hit wall] type = ChangeState triggerall = Pos y < -15 trigger1 = BackEdgeBodyDist <= 20 trigger2 = FrontEdgeBodyDist <= 20 value = 1027 [State 1026, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;------------------ ; 飛んでいった相手の壁に当たる状態のステート [Statedef 1027] type = A movetype= H physics = N [State 1027, Turn] type = Turn trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30) [State 1027, Pos] type = PosAdd trigger1 = Time = 0 x = 15 - BackEdgeBodyDist [State 1027, Stop moving] type = PosFreeze trigger1 = 1 x = 1 y = 1 [State 1027, No scroll] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,1 [State 1027, Spark] type = Explod trigger1 = Time = 0 anim = F72 pos = 0, floor (screenpos y) - 50 postype = back sprpriority = 3 [State 1027, Anim] type = ChangeAnim2 trigger1 = Time = 0 value = 1027 [State 1027, Sound] type = PlaySnd trigger1 = Time = 0 value = F7,0 [State 1027, State] type = ChangeState trigger1 = AnimTime = 0 value = 1028 ;------------------ ; 壁に当たった相手が落ちるステート [Statedef 1028] type = A movetype= H physics = N [State 1028, Vel Y] type = VelSet trigger1 = Time = 0 y = -6 [State 1028, Vel X] type = VelSet trigger1 = Time = 0 x = 1.6 [State 1028, Turn] type = Turn trigger1 = (Time = 0) && (BackEdgeDist < 30) [State 1028, Gravity] type = VelAdd trigger1 = 1 y = .35 [State 1028, Anim 5050] type = ChangeAnim trigger1 = Time = 0 trigger1 = !SelfAnimExist(5052) value = 5050 [State 1028, Anim 5052] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5052) value = 5052 [State 1028, Anim 5060] type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5050 trigger1 = SelfAnimExist(5060) persistent = 0 value = 5060 [State 1028, Anim 5062] type = ChangeAnim trigger1 = Vel Y > -2 trigger1 = Anim = 5052 trigger1 = SelfAnimExist(5062) persistent = 0 value = 5062 [State 1028, Hit ground] type = SelfState trigger1 = (Vel y > 0) && (Pos y >= 0) value = 5100 ;--------------------------------------------------------------------- ; ダッシュ斬り1 [Statedef 1052] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 1052 sprpriority = 2 [State 1052, 1];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1052,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 1052,2] type = helper trigger1 = AnimElem = 1 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 helpertype =normal ownpal = 1 keyctrl = 1 [State 1052, 3] type = VelSet trigger1 = AnimElem = 1 x = 10 [State 1052, 4] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 1052, 5] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 1052, 6] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 40 guardflag = MA pausetime = 3,5 sparkno = S10000 sparkxy = -5,-20 hitsound = S0,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 guard.velocity = -20 ground.velocity = -3,0 air.velocity = -8,-3.5 [State 1052, 4] type = ChangeState trigger1 = statetime >= 10 trigger1 = Command = "x" value = 1061 ctrl = 0 [State 1052, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------ ; ダッシュ斬り2 [Statedef 1061] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 1061 sprpriority = 2 [State 1061, 1];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1061,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 1061,2] type = helper trigger1 = AnimElem = 1 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 helpertype =normal ownpal = 1 keyctrl = 1 [State 1061, 3] type = VelSet trigger1 = AnimElem = 1 x = 10 [State 1061, 4] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 1061, 5] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 1061, 6] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 60 guardflag = MA pausetime = 3,5 sparkno = S10000 sparkxy = -5,-20 hitsound = S0,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 15 guard.velocity = -20 ground.velocity = -30,0 air.velocity = -8,-3.5 [State 1061, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;-------------------------------------- ; ダッシュ斬り3 [Statedef 1060] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 1060 sprpriority = 2 [State 1060,***] type = AssertSpecial trigger1 =1 flag = noautoturn [State 1060, 1];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 1060,2] type = helper trigger1 = AnimElem = 1 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 helpertype = normal ownpal = 1 keyctrl = 1 [State 1060, 3] type = VelSet trigger1 = AnimElem = 1 x = 8 [State 1060, 4] type = PlaySnd trigger1 = AnimElem = 2 value = 0, 0 [State 1060, 5] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 2 [State 1060, 6] type = HitDef trigger1 = Time = 0 attr = S, NA animtype = Medium damage = 55 guardflag = MA pausetime = 12,12 sparkno = S10000 sparkxy = -5,-17 hitsound = S0,4 guardsound = 6,0 ground.type = Low ground.slidetime = 10 ground.hittime = 12 ground.velocity = -20,-7 air.velocity = -25,-3.5 fall = 1 [State 1060, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------- ;闇の力2 [Statedef 10230] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 10230 sprpriority = 2 [State 10230, 6] type = Explod trigger1 = AnimElem = 1 id = 10020 anim = 10020 pos = 0,-20 postype = p1 sprpriority = -3 ownpal = 1 supermove = 1 [State 10230, NotHitby] type = NotHitBy trigger1 = time = 18 value = SCA time = 30 [State 10230, 1];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10230,2] type = helper trigger1 = AnimElem = 3 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 helpertype =normal ownpal = 1 keyctrl = 1 [State 10230,2] type = helper trigger1 = time = 18 name = "helper1" id = 10170 pos = 30,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10230,2] type = helper trigger1 = time = 26 name = "helper1" id = 10170 pos = 60,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10230,2] type = helper trigger1 = time = 35 name = "helper1" id = 10170 pos = 90,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10230,2] type = helper trigger1 = time = 41 name = "helper1" id = 10170 pos = 120,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10230,***] type = Explod trigger1 = AnimElem= 4 anim = 10030 id = 10030 pos = 0,0 ;postype = p1 sprpriority = 8 bindtime = 15 ;removetime = 22 ownpal = 1 [State 10230, 4] type = PlaySnd trigger1 = AnimElem = 4 value = 100, 1 [State 10230, 4] type = PlaySnd trigger1 = AnimElem = 8 value = 120, 0 [State 10230, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------- ;闇の力3 [Statedef 2220] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 2220 sprpriority = 2 [State 2220, 6] type = Explod trigger1 = AnimElem =1 id = 10020 anim = 10020 pos = 0,-20 postype = p1 sprpriority = -3 ownpal = 1 supermove = 1 [State 2220,2] type = helper trigger1 = AnimElem =3 trigger2 = AnimElem =8 name = "helper1" id = 3000 pos = 0,0 postype = p1 stateno = 3000 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 2220, NotHitby] type = NotHitBy trigger1 = time = 18 value = SCA time = 30 [State 2220, 1];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 2220,2] type = helper trigger1 = AnimElem = 3 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 helpertype =normal ownpal = 1 keyctrl = 1 [State 2220,***] type = Explod trigger1 = AnimElem= 2 trigger2 = AnimElem =8 anim = 10030 id = 10030 pos = 0,0 ;postype = p1 sprpriority = 8 bindtime = 15 ;removetime = 22 ownpal = 1 [State 2220, 4] type = PlaySnd trigger1 = AnimElem = 2 value = 100, 1 [State 2220, 4] type = PlaySnd trigger1 = AnimElem = 8 value = 100, 2 [State 2220, 4] type = PlaySnd trigger1 = AnimElem = 8 value = 120, 0 [State 2220, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;--------------------------------------------------- [Statedef 640] type = S movetype= A physics = S juggle = 4 poweradd= 110 velset = 0,0 anim = 640 ctrl = 0 sprpriority = 2 [State 640, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 110, 5 [State 640, 1] type = PlaySnd trigger1 = AnimElem =4 value = 0, 0 [State 640, 1] type = PlaySnd trigger1 = AnimElem =4 value = 100, 2 [State 640, 3] type = Veladd trigger1 = 1 x = 1.18 [State 640, NotHitby] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 10 [State 640, 1];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 45 trans = add1 timegap = 1 framegap = 2 length = 13 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 640, 3] type = VelSet trigger1 = AnimElem = 3 y = -6.5 [State 640, 1] type = HitDef trigger1 = time = 0 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 = 30, 0 ;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 = 3, Hit ;攻撃の優先権(0弱い 4通常 7強い pausetime = 3,6 ;攻撃が当たった時の硬直時間(左が自分、右が相手) sparkno = S10000 ;ヒットエフェクトのスプライトステート(無ければ0) sparkxy = -5, -25 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0, 3 ;ヒットした時の音(s*,*にすると自分の音を使う) guardsound = 6, 0 ;ガードした時の音(同上) ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い) ground.slidetime = 5 ;相手が後にすべる時間 ground.hittime = 25 ;コンボが繋がる時間(高くしすぎない事) ground.velocity = -1.9,-8 ;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) airguard.velocity = -1.9,-8 ;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 = -1.4,-3 ;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 = 12 ;空中でコンボが繋がる時間 fall = 1 fall.recover = 0 [State 640,2] type = helper trigger1 = AnimElem = 1 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 helpertype =normal ownpal = 1 keyctrl = 1 [State 640, 7] type = ChangeState trigger1 = AnimTime = 0 value = 4000 ctrl = 1 [Statedef 4000] type = A movetype= I physics = A juggle = 4 poweradd= 110 velset = 0,0 anim = 4000 ctrl = 1 sprpriority = 2 [State 4000, 3] type = Veladd trigger1 = AnimElem = 1 y = 0.45 ;--------------------------------------------------------------------------- ; ここから下に新しいステートを書くと分かりやすくていいと思います ;--------------------------------------------------------------------------- ;ソニックレイヴ [Statedef 10050] type = S movetype= A physics = S juggle = 4 velset = 0,0 anim = 10050 ctrl = 0 sprpriority = 2 [State 10050, Super A] type = SuperPause trigger1 = AnimElem = 1 time = 30 pos = 0, -30 anim = S10140 sound = S100, 9 poweradd = -1000 ;movetime = 56 [State 10050, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 110, 5 [State 10050,2] type = helper trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10050,***] type = Explod trigger1 = AnimElem= 2 anim = 10030 id = 10030 pos = -10,0 ;postype = p1 sprpriority = 8 bindtime = 15 ;removetime = 22 ownpal = 1 [State 10050, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 2 time = 55 trans = add1 timegap = 1 framegap = 2 length = 20 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10050, 3] type = VelSet trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 x = 20 [State 10050, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 70,20 guardflag = MA pausetime = 3,20 sparkno = S10000 sparkxy = -5,-35 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0,4 guardsound = S0,4 ground.type = Low ground.slidetime = 12 ground.hittime = 30 ground.velocity = -1 air.velocity = -2.2,-3.2 [State 10050, 4] type = ChangeState trigger1 = statetime >= 35 trigger1 = Command = "b" value = 10150 ctrl = 0 [State 10050, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 10150] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 10150 sprpriority = 2 [State 10150,Turn] type = Turn trigger1 = AnimElem = 1 [State 10150,***] type = Explod trigger1 = AnimElem= 2 anim = 10030 id = 10030 pos = -10,0 ;postype = p1 sprpriority = 8 bindtime = 15 ;removetime = 22 ownpal = 1 [State 10150, 3] type = VelSet trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 x = 30 [State 10150,2] type = helper trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10150, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 45 trans = add1 timegap = 1 framegap = 2 length = 20 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10150, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 110, 5 [State 10150, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 70,20 guardflag = MA pausetime = 3,20 sparkno = S10000 sparkxy = -5,-35 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0,4 guardsound = S0,4 ground.type = Low ground.slidetime = 12 ground.hittime = 30 ground.velocity = -1 air.velocity = -2.2,-3.2 [State 10150, 4] type = ChangeState trigger1 = statetime >= 35 trigger1 = Command = "b" value = 10160 ctrl = 0 [State 10150, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 [Statedef 10160] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 10160 sprpriority = 2 [State 10160,***] type = Explod trigger1 = AnimElem= 2 anim = 10030 id = 10030 pos = -10,0 ;postype = p1 sprpriority = 8 bindtime = 15 ;removetime = 22 ownpal = 1 [State 10160, 1] type = PlaySnd trigger1 = AnimElem = 5 value = 110, 3 [State 10160,Turn] type = Turn trigger1 = AnimElem = 1 [State 10160, 3] type = VelSet trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 x = 30 [State 10160,2] type = helper trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160,2] type = helper trigger1 = AnimElem = 5 trigger2 = AnimElem = 7 trigger3 = AnimElem = 8 name = "helper1" id = 10170 pos = -40,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160,2] type = helper trigger1 = AnimElem = 6 trigger2 = AnimElem = 7 trigger3 = AnimElem = 9 name = "helper1" id = 10170 pos = -70,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160,2] type = helper trigger1 = AnimElem = 5 trigger2 = AnimElem = 7 trigger3 = AnimElem = 8 name = "helper1" id = 10170 pos = -100,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160,2] type = helper trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 trigger3 = AnimElem = 9 name = "helper1" id = 10170 pos = -130,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160,2] type = helper trigger1 = AnimElem = 6 trigger2 = AnimElem = 7 trigger3 = AnimElem = 9 name = "helper1" id = 10170 pos = -160,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160,2] type = helper trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 trigger3 = AnimElem = 8 name = "helper1" id = 10170 pos = -190,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160,2] type = helper trigger1 = AnimElem = 6 trigger2 = AnimElem = 7 trigger3 = AnimElem = 9 name = "helper1" id = 10170 pos = -200,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160,2] type = helper trigger1 = AnimElem = 5 trigger2 = AnimElem = 6 trigger3 = AnimElem = 8 name = "helper1" id = 10170 pos = -230,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160,2] type = helper trigger1 = AnimElem = 6 trigger2 = AnimElem = 7 trigger3 = AnimElem = 9 name = "helper1" id = 10170 pos = -260,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10160, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 45 trans = add1 timegap = 1 framegap = 2 length = 20 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10160, 1] type = PlaySnd trigger1 = AnimElem = 2 value = 110, 5 [State 10160, 2] type = HitDef trigger1 = time = 0 attr = S, NA animtype = Medium damage = 70,20 guardflag = MA pausetime = 3,20 sparkno = S10000 sparkxy = -5,-35 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0,4 guardsound = S0,4 ground.type = Low ground.slidetime = 12 ground.hittime = 30 ground.velocity = -1 air.velocity = -2.2,-3.2 [State 10160, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------------------------------------- ; [Statedef 10070] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 10070 sprpriority = 2 [State 10070, Super A] type = SuperPause trigger1 = AnimElem = 1 time = 80 pos = 0, -30 anim = S10140 sound = S100, 9 poweradd = -3000 movetime = 79 [State 10070, 5] type = Explod trigger1 = time = 10 anim = 10280 id = 10280 pos = 30,60 postype = left supermovetime = 110 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 10 ID = 10280 scale = 2,2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 12 ID = 10280 scale = 1.8,1.8 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 14 ID = 10280 scale = 1.6,1.6 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 16 ID = 10280 scale = 1.4,1.4 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 18 ID = 10280 scale = 1.2,1.2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 20 ID = 10280 scale = 1,1 [State 10070, 5] type = Explod trigger1 = time = 20 anim = 10290 id = 10290 pos = 70,60 postype = left supermovetime = 110 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 20 ID = 10290 scale = 2,2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 22 ID = 10290 scale = 1.8,1.8 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 24 ID = 10290 scale = 1.6,1.6 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 26 ID = 10290 scale = 1.4,1.4 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 28 ID = 10290 scale = 1.2,1.2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 30 ID = 10290 scale = 1,1 [State 10070, 5] type = Explod trigger1 = time = 30 anim = 10300 id = 10300 pos = 120,60 postype = left supermovetime = 110 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 30 ID = 10300 scale = 2,2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 32 ID = 10300 scale = 1.8,1.8 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 34 ID = 10300 scale = 1.6,1.6 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 36 ID = 10300 scale = 1.4,1.4 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 38 ID = 10300 scale = 1.2,1.2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 40 ID = 10300 scale = 1,1 [State 10070, 5] type = Explod trigger1 = time = 40 anim = 10310 id = 10310 pos = 170,60 postype = left supermovetime = 110 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 40 ID = 10310 scale = 2,2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 42 ID = 10310 scale = 1.8,1.8 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 44 ID = 10310 scale = 1.6,1.6 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 46 ID = 10310 scale = 1.4,1.4 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 48 ID = 10310 scale = 1.2,1.2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 50 ID = 10310 scale = 1,1 [State 10070, 5] type = Explod trigger1 = time = 50 anim = 10320 id = 10320 pos = 220,60 postype = left supermovetime = 110 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 50 ID = 10320 scale = 2,2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 52 ID = 10320 scale = 1.8,1.8 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 54 ID = 10320 scale = 1.6,1.6 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 56 ID = 10320 scale = 1.4,1.4 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 58 ID = 10320 scale = 1.2,1.2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 60 ID = 10320 scale = 1,1 [State 10070, 5] type = Explod trigger1 = time = 60 anim = 10330 id = 10330 pos = 270,60 postype = left supermovetime = 120 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 60 ID = 10330 scale = 2,2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 62 ID = 10330 scale = 1.8,1.8 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 64 ID = 10330 scale = 1.6,1.6 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 66 ID = 10330 scale = 1.4,1.4 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 68 ID = 10330 scale = 1.2,1.2 [State 10070, 7]; type = ModifyExplod trigger1 = Time = 70 ID = 10330 scale = 1,1 [State 10080, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 20 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10050, 1] type = HitDef Trigger1 = Time = 0 attr = S, NA ;s:立ち n:通常 t:投げ hitflag = MAF ;コンボの途中から投げが入らないよう設定してある priority = 4 ;1は優先順位が低いので技がでないかミスするという設定 guardflag = MA sparkno = -1 ;-をつければスパークエフェクトは無い sprpriority = 2 ;2Pより上にカンフーマンが表示される p1stateno = 10080 ;投げが成功した場合の移動する1Pのステート fall = 0 ;落ちる力を2Pにかけるか [State 10070, 3] type = VelSet trigger1 = AnimElem = 2 x = 20 [State 10070, NotHitby] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 10 [State 10070, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------- [Statedef 10080] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 10080 sprpriority = 2 [State 10080, 3] type = VelSet trigger1 = AnimElem = 3 trigger2 = AnimElem = 7 trigger3 = AnimElem = 13 trigger4 = AnimElem = 19 trigger5 = AnimElem = 23 trigger6 = AnimElem = 29 trigger7 = AnimElem = 35 trigger8 = AnimElem = 39 trigger9 = AnimElem = 44 trigger10 = AnimElem = 50 trigger11 = AnimElem = 54 trigger12 = AnimElem = 60 trigger13 = AnimElem = 66 trigger14 = AnimElem = 70 x = 5 [State 10080, NotHitby] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 80 [State 10080, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 200 trans = add1 timegap = 1 framegap = 2 length = 18 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10080, 1] type = HitDef trigger1 = AnimElem = 4 trigger2 = AnimElem = 8 trigger3 = AnimElem = 14 trigger4 = AnimElem = 20 trigger5 = AnimElem = 24 trigger6 = AnimElem = 30 trigger7 = AnimElem = 36 trigger8 = AnimElem = 40 trigger9 = AnimElem = 45 trigger10 = AnimElem = 51 trigger11 = AnimElem = 55 trigger12 = AnimElem = 61 trigger13 = AnimElem = 67 trigger14 = AnimElem = 71 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 = 23, 0 ;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 = 3, Hit ;攻撃の優先権(0弱い 4通常 7強い pausetime = 1,6 ;攻撃が当たった時の硬直時間(左が自分、右が相手) sparkno = S10000 ;ヒットエフェクトのスプライトステート(無ければ0) sparkxy = -5, -25 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0, 3 ;ヒットした時の音(s*,*にすると自分の音を使う) guardsound = 6, 0 ;ガードした時の音(同上) ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い) ground.slidetime = 5 ;相手が後にすべる時間 ground.hittime = 25 ;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) airguard.velocity = -1.9,-.8 ;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 = -1.4,-3 ;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 = 12 ;空中でコンボが繋がる時間 [State 10080, 4] type = ChangeState trigger1 = AnimTime = 0 value = 10090 ctrl = 0 [Statedef 10090] type = S movetype= A physics = S juggle = 4 poweradd= 22 ctrl = 0 velset = 0,0 anim = 10090 sprpriority = 2 [State 10090, 3] type = Veladd trigger1 = 1 x = 1.5 [State 10090, 4];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 100 trans = add1 timegap = 1 framegap = 2 length = 20 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10090, 1] type = HitDef trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 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 = 30, 0 ;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 = 3, Hit ;攻撃の優先権(0弱い 4通常 7強い pausetime = 1,6 ;攻撃が当たった時の硬直時間(左が自分、右が相手) sparkno = S10000 ;ヒットエフェクトのスプライトステート(無ければ0) sparkxy = -5, -25 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0, 3 ;ヒットした時の音(s*,*にすると自分の音を使う) guardsound = 6, 0 ;ガードした時の音(同上) ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い) ground.slidetime = 5 ;相手が後にすべる時間 ground.hittime = 25 ;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) airguard.velocity = -1.9,-.8 ;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 = -1.4,-7 ;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 = 12 ;空中でコンボが繋がる時間 [State 10090, NotHitby] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 60 [State 10090, 1] type = HitDef trigger1 = AnimElem = 24 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 = 30, 0 ;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 = 3, Hit ;攻撃の優先権(0弱い 4通常 7強い pausetime = 1,6 ;攻撃が当たった時の硬直時間(左が自分、右が相手) sparkno = S10000 ;ヒットエフェクトのスプライトステート(無ければ0) sparkxy = -5, -25 ;ヒットエフェクトを表示する場所(相手の座標で) hitsound = S0, 3 ;ヒットした時の音(s*,*にすると自分の音を使う) guardsound = 6, 0 ;ガードした時の音(同上) ground.type = High ;相手のくらった場所(High:頭、体, Low:足, Trip:足払い) ground.slidetime = 5 ;相手が後にすべる時間 ground.hittime = 25 ;コンボが繋がる時間(高くしすぎない事) ground.velocity = -0.5,-10 ;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) airguard.velocity = -1.9,-.8 ;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 = -1.4,-7 ;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 = 12 ;空中でコンボが繋がる時間 fall =1 fall.recover = 0 [State 10090, 4] type = ChangeState trigger1 = AnimTime = 0 value = 10210 ctrl = 0 [Statedef 10210] type = S movetype= A physics = S juggle = 4 poweradd= 0 ctrl = 0 velset = 0,0 anim = 10210 sprpriority = 2 [State 10210, 6] type = Explod trigger1 = AnimElem = 1 id = 10020 anim = 10020 pos = 0,-20 postype = p1 sprpriority = -3 ownpal = 1 supermove = 1 [State 10210, 1];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 35 trans = add1 timegap = 1 framegap = 2 length = 10 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 10210,2] type = helper trigger1 = AnimElem = 3 name = "helper1" id = 10040 pos = 0,0 postype = p1 stateno = 10040 helpertype =normal ownpal = 1 keyctrl = 1 [State 10210,2] type = helper trigger1 = time = 18 name = "helper1" id = 10170 pos = 30,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210,2] type = helper trigger1 = time = 26 name = "helper1" id = 10170 pos = 40,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10230,2] type = helper trigger1 = time = 35 name = "helper1" id = 10170 pos = 60,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210,2] type = helper trigger1 = time = 41 name = "helper1" id = 10170 pos = 80,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210,2] type = helper trigger1 = time = 47 name = "helper1" id = 10170 pos = 100,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210,2] type = helper trigger1 = time = 53 name = "helper1" id = 10170 pos = 120,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210,2] type = helper trigger1 = time = 18 name = "helper1" id = 10170 pos = -30,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210,2] type = helper trigger1 = time = 26 name = "helper1" id = 10170 pos = -40,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10230,2] type = helper trigger1 = time = 35 name = "helper1" id = 10170 pos = -60,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210,2] type = helper trigger1 = time = 41 name = "helper1" id = 10170 pos = -80,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210,2] type = helper trigger1 = time = 47 name = "helper1" id = 10170 pos = -100,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 2 [State 10210,2] type = helper trigger1 = time = 53 name = "helper1" id = 10170 pos = -120,0 postype = p1 stateno = 10170 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 10210, NotHitby] type = NotHitBy trigger1 = AnimElem = 1 value = SCA time = 100 [State 10210,***] type = Explod trigger1 = AnimElem= 2 anim = 10030 id = 10030 pos = 0,0 ;postype = p1 sprpriority = 8 bindtime = 15 ;removetime = 22 ownpal = 1 [State 10210, 4] type = PlaySnd trigger1 = AnimElem = 5 value = 120, 0 [State 10210, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;----------------------------------------------------------------------- [Statedef 2210] type = A movetype= A physics = A juggle = 4 poweradd= 0 ctrl = 0 anim = 2210 sprpriority = 2 [State 2220,2] type = helper trigger1 = time =4 trigger2 = time =12 name = "helper1" id = 2200 pos = 0,-50 postype = p1 stateno = 2200 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 2220,2] type = helper trigger1 = time =8 trigger2 = time =16 name = "helper1" id = 2200 pos = 0,-80 postype = p1 stateno = 2200 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 2220,2] type = helper trigger1 = time =12 trigger2 = time =20 name = "helper1" id = 2200 pos = 0,-120 postype = p1 stateno = 2200 supermovetime = 33 helpertype = normal ownpal = 1 keyctrl = 1 [State 2210, 1];←成功したときの残像 type = AfterImage trigger1 =AnimElem = 1 time = 40 trans = add1 timegap = 1 framegap = 2 length = 20 palbright = 10,10,10 palcontrast = 80,0,80 palpostbright = 0,0,0 paladd = 0,0,0 palmul = 1,1,1 [State 2210, Super A] type = SuperPause trigger1 = AnimElem = 1 time = 40 pos = 0, -30 anim = S10140 sound = S100, 9 poweradd = -1000 movetime = 0 [State 2210, 1] type = PlaySnd trigger1 = AnimElem = 1 value = 100, 2 [State 2210, 3] type = Velset trigger1 = AnimElem = 2 trigger2 = AnimElem = 3 trigger3 = AnimElem = 4 trigger4 = AnimElem = 5 trigger5 = AnimElem = 6 trigger6 = AnimElem = 7 x = -0.5 y = -2.5 ;--------------------------------------------------------------------------- ; ここから下は-3のステートを書いてください、ここに書いたものはゲーム中 ; に条件が成立すればいつでも開始するステートです。 ;---------------------------------------------------------------------------