;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ヒットスパークの常時監視 ;━━━━━━━━━━━━━━━━━ [State -2, VarSet_Hit Detection] type = VarSet trigger1= MoveContact != 1 var(25) = 2 ignorehitpause = 1 [State -2, Helper_Sparks] type = Helper triggerAll= MoveContact && var(25)= 1 trigger1= MoveHit && NumEnemy trigger1= var(26)=7000 || var(26)=7010 || var(26)=7020 trigger2= MoveGuarded && NumEnemy trigger2= var(27)=7050 || var(27)=7055 helpertype = Normal stateno = ifelse(MoveGuarded,var(27),var(26)) ID = 7000 name = "Spark" postype = p1 pos = ifelse(P2Dist X<0,(ceil(P2Dist X)),ifelse(P2Dist X=-5),-1,1) ownpal = 1 pausemovetime = 65535 supermovetime = 65535 size.xscale = 1 size.yscale = 1 ignorehitpause = 1 [State -2, VarrangeSet_Hit Detection] type = VarrangeSet trigger1= MoveType = I trigger2= MoveType = H && time first = 25 last = 29 value = -1 ignorehitpause = 1 [State -2, VarAdd_Hit Detection] type = VarAdd trigger1= var(25) > 0 var(25) = -1 ignorehitpause = 1 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; ヒットスパーク・必殺(細部省略) ;━━━━━━━━━━━━━━━━ [Statedef 7010] type = A anim = 20000 velset = 0,0 sprpriority = 8 [State 7010, Explod] type = Explod trigger1= time = 0 anim = 7005 ID = 7005 postype = p1 facing = ifelse(random<500, -1, 1) vfacing = ifelse(random<500, -1, 1) scale = .315,.315 sprpriority = 7 supermovetime = 9999999 removetime = -2 [State 7010, ModifyExplod] type = ModifyExplod trigger1= time <= 3 ID = 7000 scale = .25+(time*.05),.25+(time*.05) [State 7010, ModifyExplod] type = ModifyExplod trigger1= time >3 ID = 7000 scale = .35-((time-3)*.1),.35-((time-3)*.1) [State 7010, DestroySelf] type = DestroySelf trigger1= time > 7 ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; 技のステコン(Hitdef関連、必要個所以外省略) ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [State 1000, HitDef_First] type = HitDef trigger1 = AnimElemTime(6)>= 0 trigger1 = AnimElemTime(7) < 0 attr = S, SA sparkno = -1 + 0*(var(26):=7010) guard.sparkno = -1 + 0*(var(27):=7055) sparkxy = -10+ 0*(var(28):=70), var(29):=-50 persistent = 0 [State 1000, HitDef_Second] type = HitDef trigger1 = AnimElemTime(7)>= 0 trigger1 = AnimElemTime(8) < 0 attr = S, SA sparkno = -1 + 0*(var(26):=7010) guard.sparkno = -1 + 0*(var(27):=7055) sparkxy = -10+ 0*(var(28):=70), var(29):=-100 persistent = 0 [State 1000, StateTypeSet] type = StateTypeSet trigger1= AnimElemTime(8) = 0 movetype= I ;━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ; 技のAirファイル(細部省略) ;━━━━━━━━━━━━━━━━━━━ [Begin Action 1000] 1050, 0, 0, 0, 4 215 , 6, 0, 0, 2 1000, 0, 0, 0, 2 1000, 1, 0, 0, 1 205, 0, 0, 0, 1 Clsn1: 1 Clsn1[0] = 38,-105, 55,-59 1000, 2, 0, 0, 1 Clsn1: 2 Clsn1[0] = 20,-135, 40,-100 Clsn1[1] = 30,-106, 40,-61 1000, 3, 0, 0, 4 1000, 4, 0, 0, 3 1000, 5, 0, 0, 3 1000, 6, 0, 0, 2 200, 1, 0, 0, 2