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上記の広告は1ヶ月以上更新のないブログに表示されています。
新しい記事を書く事で広告が消せます。

みにれみえくすとら仮公開ぱーとつー

みにれみえくすとら更新です

あいかわらずの仮公開です
完成版ではないので、完成している以前のデータがほしい方は「MUGEN公開物」→「miniremiの過去バージョン」にてダウンロードしてください

仮公開版みにれみえくすとらで遊んでみたい方は「MUGEN公開物」でふつうにminiremi.rarをダウンロードしてください


更新点はたぶん以下の通りです←

・技二つ追加

・未完成ですが、勝利演出と敗北演出搭載

・即死技術搭載

・即死技術切り替えスイッチ搭載(使うか使わないかのみ)

・AI修正

・不具合一部修正

・ワープ振り下ろしのgdgd感を一部修正


まず技ですが、地味なのと派手なのが増えましたw
新技3

新技4

派手なのはガード不可です
1pだと威力1です

記述に何時間もかかった更新遅延の原因ですw

地味なのは地味な技です←

てかただの移動技です



意外とこおいうのが重要だったりします


派手な方は高カラーでもそこそこ威力控えめだったりします
ただ、7pから弾の速度が変わり、カラーごとに弾の出るペースが速くなり・・・






12pで


新技3 12p
こうなりますw

まるで紅魔郷Ul(ry

まさに弾幕げーですねぇ

全体攻撃作らないとか言ってたやつは誰でしょうかね←




即死技術はまだ超即死投げしか入れてないです・・・
ステート移動なしだと面倒だったり←

勝利演出と敗北演出はなぜかアニメが動かずに止まってしまいます・・・

誰か教えてください




とりあえず現在搭載されている技のざっとした説明でも


ただのコピペですがw


あと追記にてあほみたいに時間のかかった紅魔郷再現(笑)の記述を無意味に公開しようと思いますw


anim=3 開始モーション

開始モーションです
技ですらないw

anim=4 不夜城投げ

回避不能にガード不能
もはや格闘ゲームではないですねw
全体技ではないので削り専門です

anim=5 なんか落とす技

名前なんて考えてなかった←
やたら干渉されまくるみにれみえくすとらの弱点
でも当身されないhitdefにするとR政宗とかで詰みますw

anim=6 三段蹴り

現在貴重な格闘技です
近くに敵がいると使い、そこそこ当ててくれます
Helperhitdefです

anim=7 プチ拡散レーザー

helperhitdefとprojが混ざった攻撃です
製作者のお気に入りですが、干渉されやすいです

anim=8 ワープ振り下ろし

精度は悪いですが、相手の頭上にワープしてなんか叩きつけます
必ず三段蹴りの後に使います

anim=9 紅魔郷再現(笑)

わかる人にはわかるネタです
12pでこの技をみると何を言っているのかわかる人にはわかります
原作再現で攻撃判定は小さめ

anim=13ダッシュ

ダッシュするだけです
相手の目の前に長さを測って都合よくダッシュします
格闘ゲームにもたまにある便利なダッシュですね
ただしみにれみがダッシュするとついでに攻撃まで発射されます←


ではここから記述です


解説すると間違いなく力尽きるので、解説しません←
コメントで聞いていただければ答えますが、まあ必要ないと思いますw





stateナンバーがころころ変わってますが気にしないでくださいw


何か所もセミコロンのある無駄な記述があります
元々使う予定だったものを廃止した名残です

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;anim=9紅魔郷の通常技(笑)


[State 70000]
type = VelSet
triggerall =anim=9
Triggerall = Var(16)= 0
Triggerall = Var(14)=1
triggerall=!ishelper
trigger1 = Pos Y > 0
trigger2 = Pos Y =0
x = 0
y = 0


[state 50000]
type = VelSet
triggerall=anim=9
Triggerall = Var(16)= 0
triggerall=!ishelper
trigger1 = 1
x = -1
y = Var(14)
ignorehitpause=1

;[state 50000]
;type = VelSet
;triggerall=anim=9
;Triggerall = Var(16)= 0
;trigger1 = Pos Y < -90
;x = -1
;y = 1
;ignorehitpause=1

[State 70000]
type = VarSet
triggerall =anim=9
Triggerall = Var(16)= 0
Triggerall = Var(14)!=1
triggerall=!ishelper
trigger1 = Pos Y > -180
v = 14
value = -2

[State 70000]
type = VarSet
triggerall =anim=9
Triggerall = Var(16)= 0
triggerall=!ishelper
trigger1 = Pos Y < -180
v = 14
value = 1

[state 50000]
type = PosSet
;triggerall =anim=9
Triggerall = Var(16)= 0
triggerall=!ishelper
trigger1 = Pos Y >0
y = 0
ignorehitpause=1

[State 70000]
type = VarAdd
triggerall =anim=9
Triggerall = Var(16)= 0
triggerall=!ishelper
trigger1 = Pos Y =0
v = 15
value = 1

[State 70000]
type = VarSet
triggerall =anim!=9
Triggerall = Var(16)= 0
triggerall=!ishelper
trigger1 = 1
v = 15
value = 0

[State 70000]
type = VarSet
triggerall =anim!=9
Triggerall = Var(16)= 0
triggerall=!ishelper
trigger1 = 1
v = 14
value = 0

[State 13, 音]
type = PlaySnd
triggerall =anim=9
Triggerall = Var(16)= 0
triggerall=!ishelper
trigger1 = AnimElem = 1
value = 100, 12
volume = 0
freqmul = 1
loop = 0

[State -2];攻撃右下
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),1,0.05), ifelse((palno=[7,12]),1,0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =40, 20
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃前方
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),1,0.05), 0;0.05
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =50, -20
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃右上
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),1,0.05), ifelse((palno=[7,12]),-1,-0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =40, -60
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃左上
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),-1,-0.05), ifelse((palno=[7,12]),-1,-0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =-40, -60
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃後方
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),-1,-0.05), 0;0.05
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =-50, -20
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃左下
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),-1,-0.05), ifelse((palno=[7,12]),1,0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =-40, 20
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999


[State -2];攻撃上
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = 0,ifelse((palno=[7,12]),-1,-0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =0, -70
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃下
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = 0,ifelse((palno=[7,12]),1,0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =0, 30
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃右上上
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),0.5,0.025), ifelse((palno=[7,12]),-1,-0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =20, -65
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃右上下
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),1,0.05), ifelse((palno=[7,12]),-0.5,-0.025)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =45, -40
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃右下上
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),1,0.05), ifelse((palno=[7,12]),0.5,0.025)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =45, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃右下下
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),0.5,0.025), ifelse((palno=[7,12]),1,0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =20, 25
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃右上上
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),-0.5,-0.025), ifelse((palno=[7,12]),-1,-0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =-20, -65
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃右上下
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),-1,-0.05), ifelse((palno=[7,12]),-0.5,-0.025)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =-45, -40
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃右下上
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),-1,-0.05), ifelse((palno=[7,12]),0.5,0.025)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =-45, 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃右下下
type = Projectile
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
;triggerall = Pos Y <0
Trigger1 = gametime%30=0
Trigger1 = palno=[1,2]
Trigger2 = gametime%25=0
Trigger2 = palno=[3,4]
Trigger3 = gametime%20=0
Trigger3 = palno=[5,6]
Trigger4 = gametime%15=0
Trigger4 = palno=[7,8]
Trigger5 = gametime%10=0
Trigger5 = palno=[9,10]
Trigger6 = gametime%2=0
Trigger6 = palno=[11,12]
;trigger1 = Var(15)< 0
;trigger2 = AnimElem = 14
;trigger3 = AnimElem = 15
;trigger4 = AnimElem = 16
;trigger5 = AnimElem = 17
Attr = A, AP
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),(random/2),palno*palno*palno), ifelse((palno=[7,12]),((random*palno)/2),palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 4
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=ifelse((palno=[7,12]),1,0)
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 9
projanim = 90000
projhitanim = ifelse((palno=[7,12]),90002,90001)
;projremanim = 1002
;projcancelanim = 1003
projscale = 0.5, 0.5
;projremove = 1
projremovetime = -1
velocity = 0, 0
;remvelocity = 0, 0
accel = ifelse((palno=[7,12]),-0.5,-0.025), ifelse((palno=[7,12]),1,0.05)
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -300, 50
offset =-20, 25
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999


[state 4];移動
type = changeanim
triggerall=!ishelper
Triggerall = anim=9
Triggerall = Var(16)= 0
Triggerall = Var(15)> 30
Trigger1 = Alive
Trigger1 = random=[0,333]
value = 13

[state 7];移動
type = changeanim
triggerall=!ishelper
triggerall = anim=9
Triggerall = Var(16)= 0
Triggerall = Var(15)> 30
Trigger1 = Alive
Trigger1 = random=[334,666]
value = 7

[state 7];移動
type = changeanim
triggerall=!ishelper
triggerall = anim=9
Triggerall = Var(16)= 0
Triggerall = Var(15)> 30
Trigger1 = Alive
Trigger1 = random=[667,999]
value = 4
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;anim=9ここまで








ここまで根気よく読んだ人はすごいと思います
得られるものは何もなかったと思いますがw

自分は上の記述を書くのに4時間もかかってしまいましたw



せっかくなんで上よりは役に立つ、不夜城投げの攻撃部分の記述をここに乗せときます


本体が、右を向いていようが左を向いていようが
1pサイドであろうが2pサイドであろうが
必ず相手の位置(この記述ではx座標のみ)に直接projを出します

ただし、幻影や良質な位置偽装は無理です・・・


知らなかった人は役に立つかもですねw

また同じことができる記述はほかにもありますが、自分はこれを使ってたりします・・・

大事なところは、offset の部分だけだったりします




[State -2];攻撃
type = Projectile
triggerall=!ishelper
Triggerall = Var(16)= 0
Triggerall = anim=4
Triggerall = TeamSide = 1
Triggerall = Facing = 1
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
trigger3 = AnimElem = 15
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
Attr = A, NA
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),((random*random*palno)/2),palno*palno+10), palno*palno+(palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 23
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=0
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 4
projanim = 6430
;projhitanim = 6950
;projremanim = 1002
;projcancelanim = 1003
;projscale = 0.25, 0.25
;projremove = 1
projremovetime = 39+palno
velocity = 0, 0
;remvelocity = 0, 0
;accel = 0, 0
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -500, 250
offset =(-Pos X+(enemy(0),Pos X)), 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃
type = Projectile
triggerall=!ishelper
Triggerall = anim=4
Triggerall = TeamSide = 1
Triggerall = Facing = -1
Triggerall = Var(16)= 0
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
trigger3 = AnimElem = 15
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
Attr = A, NA
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),((random*random*palno)/2),palno*palno+10), palno*palno+(palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 23
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=0
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 4
projanim = 6430
;projhitanim = 6950
;projremanim = 1002
;projcancelanim = 1003
;projscale = 0.25, 0.25
;projremove = 1
projremovetime = 39+palno
velocity = 0, 0
;remvelocity = 0, 0
;accel = 0, 0
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -500, 250
offset =-(-Pos X+(enemy(0),Pos X)), 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃
type = Projectile
triggerall=!ishelper
Triggerall = anim=4
Triggerall = TeamSide = 2
Triggerall = Facing = -1
Triggerall = Var(16)= 0
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
trigger3 = AnimElem = 15
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
Attr = A, NA
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),((random*random*palno)/2),palno*palno+10), palno*palno+(palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 23
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=0
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 4
projanim = 6430
;projhitanim = 6950
;projremanim = 1002
;projcancelanim = 1003
;projscale = 0.25, 0.25
;projremove = 1
projremovetime = 39+palno
velocity = 0, 0
;remvelocity = 0, 0
;accel = 0, 0
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -500, 250
offset =-(-Pos X+(enemy(0),Pos X)), 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999

[State -2];攻撃
type = Projectile
triggerall=!ishelper
Triggerall = anim=4
Triggerall = TeamSide = 2
Triggerall = Facing = 1
Triggerall = Var(16)= 0
trigger1 = AnimElem = 13
trigger2 = AnimElem = 14
trigger3 = AnimElem = 15
trigger4 = AnimElem = 16
trigger5 = AnimElem = 17
Attr = A, NA
HitFlag = MAFD
GuardFlag = A
AnimType = light
Air.AnimType = light
Priority = 7, Hit
Damage = ifelse((palno=[7,12]),((random*random*palno)/2),palno*palno+10), palno*palno+(palno*palno*palno)
PauseTime = 0,palno*palno+(palno*4)
SparkXY = 0, -30
HitSound = S100, 23
GuardSound = S100, 9
Ground.Type = High
Ground.SlideTime = 16
Ground.HitTime = 60
Guard.Dist = 70
Ground.Velocity = 0,10
Air.Velocity = 0, 10
Air.Fall = 1
Fall.Recover = 1
;Fall.RecoverTime = Ceil(40*FVar(10))+(40*Var(35))
Guard.Kill = 1
GetPower = 8000, 6000
GivePower = 0, 30
fall=0
fall.damage=ifelse((palno=[7,12]),1000000000000000,0)

projID = 4
projanim = 6430
;projhitanim = 6950
;projremanim = 1002
;projcancelanim = 1003
;projscale = 0.25, 0.25
;projremove = 1
projremovetime = 39+palno
velocity = 0, 0
;remvelocity = 0, 0
;accel = 0, 0
;velmul = 0.5, 0.5
projhits = 1200000000
projmisstime = 121-(palno*10)
projpriority = 100
projsprpriority = 7
projedgebound = 100
projstagebound = 20
projheightbound = -500, 250
offset =(-Pos X+(enemy(0),Pos X)), 0
postype = p1
projshadow = 0, 0, 0
supermovetime = 9999999999
pausemovetime = 99999
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まとめtyaiました【みにれみえくすとら仮公開ぱーとつー】

みにれみえくすとら更新ですあいかわらずの仮公開です完成版ではないので、完成している以前のデータがほしい方は「MUGEN公開物」→「miniremiの過去バージョン」にてダウンロードして

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