;============================================================================== ;============================================================================== ;Common ;============================================================================== ;------------------------------------------------------------------------------ ; Stand ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 0] type = S physics = S sprpriority = 0 ;------------------------------------------------------------------------------ ;Win判定 [State 5150, WinSet] type = VarSet trigger1 = !IsHelper fvar(38) = 0 ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ ;れいむ・ちるのCtrl封印 [State 0, Reimu&Cirno RoundState < 2 Ctrl] type = CtrlSet trigger1 = IsHelper(35) || IsHelper(34) || IsHelper(33) || IsHelper(9) trigger2 = RoundState = [0,1] value = 0 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;スペカ周期&性能変数 [State 0, VarSet] type = VarSet triggerall = IsHelper(35) || IsHelper(34) triggerall = Time = 0 trigger1 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 1 trigger1 = PrevStateNo = 3500 trigger2 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 2 trigger2 = PrevStateNo = 3510 trigger3 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 3 trigger3 = PrevStateNo = 3520 trigger4 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 4 trigger4 = PrevStateNo = 3550 trigger5 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 5 trigger5 = PrevStateNo = 3560 trigger6 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 6 trigger6 = PrevStateNo = [3570,3571] var(9) = 0 ;------------------------------------------------------------------------------ ;HelperKO [State 0, HelperDead] ;Are you dead? type = ChangeState trigger1 = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(33) || IsHelper(9) trigger1 = var(7) <= 0 trigger1 = var(6) = 2 trigger2 = IsHelper(5963) || IsHelper(5965) value = 5150 ;------------------------------------------------------------------------------ ;れいむ7P [State 0, 7P] type = ChangeState triggerall = IsHelper(35) trigger1 = Root,var(3) = 7 value = 195 ;------------------------------------------------------------------------------ ;むくれいむ&目が回れいむ [State 0, MukuMegaMawaReimu] type = ChangeState triggerall = var(7) <= 0 trigger1 = IsHelper(35) trigger1 = Root,fvar(37) >= 500 trigger2 = IsHelper(35) || IsHelper(34) || IsHelper(33) trigger2 = var(10) >= 60 value = 5300 [State 0, GuruGuruRemove] type = RemoveExplod trigger1 = 1 ID = 6302 ;------------------------------------------------------------------------------ ;賽銭しあわせ〜 [State 0, Siawase~] type = ChangeState triggerall = IsHelper(35) trigger1 = Helper(1540),StateNo = 1541 value = 1532 ;------------------------------------------------------------------------------ ;テンション上がってきた! [State 0, Tension] type = ChangeState triggerall = IsHelper(35) triggerall = Root,var(8) = 1 triggerall = var(59) = 1 || Root,fvar(36) != 2 triggerall = Time >= 1 trigger1 = Helper(53),StateNo = 700 value = 700 ;------------------------------------------------------------------------------ ;見惚れいむ [State 0, MitoReimu] type = ChangeState triggerall = IsHelper(35) triggerall = Root,var(8) = 1 triggerall = var(59) = 1 || Root,fvar(36) != 2 trigger1 = Helper(53),StateNo = 195 value = 195 ;------------------------------------------------------------------------------ ;本体無敵 [State 0, NotHitBy] type = NotHitBy trigger1 = !IsHelper value = SCA ;------------------------------------------------------------------------------ ;本体Anim [State 0, 1-Hontai] type = ChangeAnim trigger1 = !IsHelper value = 9000 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;紅白饅頭分身Anim [State 0, 1-Anim ReimuBunsin] type = ChangeAnim triggerall = IsHelper(34) || IsHelper(33) trigger1 = Anim != IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) value = IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) ignorehitpause = 1 ;れいむスイーAnim [State 0, Sui-Anim Reimu] type = ChangeAnim triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = var(11) <= 0 triggerall = Root,var(10) = 0 triggerall = Helper(53),Facing = Facing triggerall = Helper(53),StateNo = 100 trigger1 = Anim != 1100 value = 1100 ignorehitpause = 1 ;たれいむAnim [State 0, TaReimu] type = ChangeAnim triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = var(11) <= 0 triggerall = Root,var(10) = 0 triggerall = Vel X = 0 triggerall = (Helper(53),StateNo = [10,12]) || Helper(53),StateNo = 131 trigger1 = Anim != 1011 value = 1011 ;れいむ通常Anim [State 0, 1-Reimu] type = ChangeAnim triggerall = IsHelper(35) triggerall = Anim != IfElse(var(11) <= 0, 1000, 1010) trigger1 = (Root,var(3) = 9 && (Root,var(46) != 0 || Root,var(45) != 0)) || Root,var(3) = 10 trigger2 = var(11) > 0 trigger3 = Root,var(10) != 0 trigger4 = Vel X != 0 || ((Helper(53),StateNo != [10,12]) && Helper(53),StateNo != 131) trigger4 = Helper(53),StateNo != 100 value = IfElse(var(11) <= 0, 1000, 1010) ;------------------------------------------------------------------------------ ;黒大福Anim [State 0, 1-Marisa] type = ChangeAnim triggerall = IsHelper(53) trigger1 = Anim != 0 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 ;------------------------------------------------------------------------------ ;HAnim [State 0, 1-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != IfElse(Root,var(36) = 0 || Root,var(37) != 8 || (Root,var(3) != [9,10]), 20900, 0) value = IfElse(Root,var(36) = 0 || Root,var(37) != 8 || (Root,var(3) != [9,10]), 20900, 20910) ;------------------------------------------------------------------------------ ;ダンボールAnim [State 0, 1-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5963 trigger2 = IsHelper(5965) trigger2 = Anim != 5965 value = IfElse(IsHelper(5963), 5963, 5965) ;------------------------------------------------------------------------------ [State 0, 2] type = VelSet trigger1 = Time = 0 y = 0 [State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 2 trigger2 = Time = 4 x = 0 ;------------------------------------------------------------------------------ ;ぽよん [State 0, Snd] type = PlaySnd triggerall = IsHelper(53) || (IsHelper(35) && Anim = [1000,1010]) || IsHelper(34) || IsHelper(33) || (IsHelper(9) && (Root,var(36) = 0 || Root,var(37) != 8 || (Root,var(3) != [9,10]))) trigger1 = Time >= 30 && TimeMod = 32,0 value = 10, 0 volume = -20 lowpriority = 0 freqmul = IfElse(!IsHelper(33) && ((!IsHelper(35) && !IsHelper(34)) || var(11) <= 0), 1, 2) loop = 0 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;れいむ処理 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;モード0→1へ移行 [State 0, Change1→0] type = ParentVarSet triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = Root,var(10) = 0 trigger1 = Helper(53),Facing = Facing trigger1 = ParentDist X <= -60*fvar(0) trigger2 = Helper(53),Facing != Facing trigger2 = ParentDist X <= 60*fvar(0) var(10) = 1 ;------------------------------------------------------------------------------ ;モード1→0へ移行 [State 0, Change0→1] type = ParentVarSet triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = Root,var(10) = 1 triggerall = ParentDist Y = 0 trigger1 = Helper(53),Facing = Facing trigger1 = ParentDist X > -60*fvar(0) && ParentDist X < 60*fvar(0) trigger2 = Helper(53),Facing != Facing trigger2 = ParentDist X < 60*fvar(0) && ParentDist X > 60*fvar(0) var(10) = 0 ;------------------------------------------------------------------------------ ;れいむ待機 [State 0, Wait] type = VelSet triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = Root,var(10) != 2 trigger1 = Helper(53),Facing = Facing trigger1 = ParentDist X > -38*fvar(0) && ParentDist X < -32*fvar(0) trigger2 = Helper(53),Facing != Facing trigger2 = ParentDist X < 38*fvar(0) && ParentDist X > 32*fvar(0) x = 0 ;れいむ進む [State 0, Go-Reimu] type = VelSet triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = Root,var(10) != 2 trigger1 = Helper(53),Facing = Facing trigger1 = ParentDist X > -32*fvar(0) trigger2 = Helper(53),Facing != Facing trigger2 = ParentDist X > 38*fvar(0) x = IfElse(Root,var(10) = 0, 4, 1) ;れいむ進む(ブレ防止) [State 0, GoD-Reimu] type = VelSet triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = Root,var(10) = 0 trigger1 = Helper(53),Facing = Facing trigger1 = ParentDist X = -32*fvar(0) trigger2 = Helper(53),Facing != Facing trigger2 = ParentDist X = 38*fvar(0) x = 2 ;れいむダッシュ [State 0, Sui-Reimu] type = VelSet triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = Root,var(10) = 0 triggerall = Helper(53),StateNo = 100 trigger1 = Helper(53),Facing = Facing trigger1 = ParentDist X > -32*fvar(0) trigger2 = Helper(53),Facing != Facing trigger2 = ParentDist X > 38*fvar(0) x = 4.6 ;れいむ戻る [State 0, Back-Reimu] type = VelSet triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = Root,var(10) != 2 trigger1 = Helper(53),Facing = Facing trigger1 = ParentDist X < -38*fvar(0) trigger2 = Helper(53),Facing != Facing trigger2 = ParentDist X < 32*fvar(0) x = IfElse(Root,var(10) = 0, -4, -1) ;れいむ戻る(ブレ防止) [State 0, BackD-Reimu] type = VelSet triggerall = IsHelper(35) triggerall = Root,var(3) != 9 || (Root,var(45) = 0 && Root,var(46) = 0) triggerall = Root,var(3) != 10 triggerall = Root,var(10) = 0 trigger1 = Helper(53),Facing = Facing trigger1 = ParentDist X = -38*fvar(0) trigger2 = Helper(53),Facing != Facing trigger2 = ParentDist X = 32*fvar(0) x = -2 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;イントロ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State 0, Intro] type = AssertSpecial triggerall = IsHelper(53) || IsHelper(35) triggerall = RoundState = 1 triggerall = Enemy,RoundsExisted = 0 || (Root,var(3) != 7 && Root,var(3) != 10) triggerall = var(7) <= 0 trigger1 = PrevStateNo != [2000,2001] trigger1 = PrevStateNo != 191 flag = Intro ;------------------------------------------------------------------------------ ;汎用 [State 0] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = RoundState = 1 triggerall = var(7) <= 0 triggerall = PrevStateNo != [2000,2001] triggerall = PrevStateNo != 191 trigger1 = !(P2Name = "Reimu_Hakurei") trigger1 = !(P2Name = "HAKUREI") trigger1 = !(P2Name = "Toki Hakurei") trigger1 = !(P2Name = "hakureimu") trigger1 = !(P2Name = "Yami_miko") trigger1 = !(P2Name = "Reimu_Scarlet") trigger1 = !(P2Name = "Tamiflu Miko") trigger1 = !(P2Name = "ccreimu" || P2Name = "AbaReimu" || P2Name = "siteittene" || P2Name = "tank-reimu") trigger1 = !(P2Name = "M-Reimu") trigger1 = !(P2Name = "H-Reimu" || P2Name = "ONI-MIKO-REIMU" || P2Name = "STG0235") trigger1 = !(P2Name = "Reimu") trigger1 = !(P2Name = "th01 Reimu") trigger1 = !(P2Name = "Marisa Kirisame") trigger1 = !(P2Name = "Kirisame-Marisa") trigger1 = !(P2Name = "Marisa_K") trigger1 = !(P2Name = "MegaMari") trigger1 = !(P2Name = "Street Fighter Marisa") trigger1 = !(P2Name = "Marisa_S") trigger1 = !(P2Name = "yukkuri" || P2Name = "yuyuyukkuriri" || P2Name = "STGmarisa") trigger1 = !(P2Name = "D4 Reimu") trigger1 = !(P2Name = "marisa") trigger1 = !(P2Name = "R-kunagi") trigger1 = !(P2Name = "dio") trigger1 = !(P2Name = "final dio") trigger1 = !(P2Name = "shadow dio") trigger1 = !(P2Name = "Asagiri_Asagi") || (Enemy,StateNo = [192,193]) || (Enemy,PrevStateNo = [192,193]) trigger1 = !(P2Name = "ShangHoi_san") trigger2 = Root,var(3) != 7 trigger2 = Root,var(3) != 10 trigger2 = Enemy,RoundsExisted > 0 value = 191 ;------------------------------------------------------------------------------ ;Vs 霊夢 [State 0 VS Reimu] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Root,var(3) != 7 ;triggerall = Root,var(3) != 10 triggerall = RoundState = 1 triggerall = Enemy,RoundsExisted = 0 triggerall = var(7) <= 0 triggerall = PrevStateNo != 191 triggerall = Time = 120 trigger1 = P2Name = "Reimu_Hakurei" trigger2 = P2Name = "HAKUREI" trigger3 = P2Name = "Toki Hakurei" trigger4 = P2Name = "hakureimu" trigger5 = P2Name = "Yami_miko" trigger6 = P2Name = "Reimu_Scarlet" trigger7 = P2Name = "Tamiflu Miko" trigger8 = P2Name = "ccreimu" || P2Name = "AbaReimu" || P2Name = "siteittene" || P2Name = "tank-reimu" trigger9 = P2Name = "D4 Reimu" trigger10 = P2Name = "M-Reimu" trigger11 = P2Name = "H-Reimu" || P2Name = "ONI-MIKO-REIMU" || P2Name = "STG0235" trigger12 = P2Name = "Reimu" trigger13 = P2Name = "th01 Reimu" value = 191 ;------------------------------------------------------------------------------ ;Vs 魔理沙 [State 0 VS Marisa] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Root,var(3) != 7 ;triggerall = Root,var(3) != 10 triggerall = RoundState = 1 triggerall = Enemy,RoundsExisted = 0 triggerall = var(7) <= 0 triggerall = PrevStateNo != 191 triggerall = Time = 120 trigger1 = P2Name = "Marisa Kirisame" trigger2 = P2Name = "Kirisame-Marisa" trigger3 = P2Name = "Marisa_K" trigger4 = P2Name = "MegaMari" trigger5 = P2Name = "Street Fighter Marisa" trigger6 = P2Name = "Marisa_S" trigger7 = P2Name = "yukkuri" || P2Name = "yuyuyukkuriri" || P2Name = "STGmarisa" trigger8 = P2Name = "marisa" value = 191 ;------------------------------------------------------------------------------ ;Vs R−久那妓 [State 0 VS R-kunagi] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = RoundState = 1 triggerall = Enemy,RoundsExisted = 0 triggerall = var(7) <= 0 triggerall = PrevStateNo != 191 triggerall = Time = 220 trigger1 = P2Name = "R-kunagi" value = 191 ;------------------------------------------------------------------------------ ;Vs Deo [State 0 VS Dio] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = RoundState = 1 triggerall = Enemy,RoundsExisted = 0 triggerall = var(7) <= 0 triggerall = PrevStateNo != 191 triggerall = Enemy,StateNo = 0 trigger1 = P2Name = "dio" trigger2 = P2Name = "final dio" trigger3 = P2Name = "shadow dio" value = 191 ;------------------------------------------------------------------------------ ;Vs アサギ [State 0 VS Asagi] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = RoundState = 1 triggerall = Enemy,RoundsExisted = 0 triggerall = var(7) <= 0 triggerall = PrevStateNo != 191 triggerall = (Enemy,PrevStateNo != [192,193]) triggerall = Enemy,StateNo = 0 trigger1 = P2Name = "Asagiri_Asagi" value = 191 ;------------------------------------------------------------------------------ ;Vs シャンホイさん [State 0 VS ShanHoiSan] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = RoundState = 1 triggerall = Enemy,RoundsExisted = 0 triggerall = var(7) <= 0 triggerall = PrevStateNo != 191 trigger1 = P2Name = "ShangHoi_san" value = 191 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;RoundState = 4 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State 0, Marisa-RoundState = 4] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(9) trigger1 = RoundState = 4 value = 180 ;============================================================================== ;------------------------------------------------------------------------------ ; Stand to Crouch ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 10] type = C physics = C anim = 10 ;------------------------------------------------------------------------------ ;HelperKO [State 0, HelperDead] ;Are you dead? type = ChangeState triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(33) trigger1 = var(6) = 2 value = 5150 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 10, 0] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = 10 value = IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) ignorehitpause = 1 ;------------------------------------------------------------------------------ [State 10, 1] type = VelMul trigger1 = Time = 0 x = .75 ;------------------------------------------------------------------------------ [State 10, 2] type = ChangeState trigger1 = AnimTime = 0 value = 11 ;============================================================================== ;------------------------------------------------------------------------------ ; Crouching ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 11] type = C physics = C anim = 11 sprpriority = 0 ;------------------------------------------------------------------------------ ;HelperKO [State 0, HelperDead] ;Are you dead? type = ChangeState triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(33) trigger1 = var(6) = 2 value = 5150 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 11, 0] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = 11 value = IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) ignorehitpause = 1 ;------------------------------------------------------------------------------ [State 11, 1] ;Change from turning animation type = ChangeAnim trigger1 = Anim = 6 && AnimTime = 0 value = 11 ;============================================================================== ;------------------------------------------------------------------------------ ; Crouch to Stand ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 12] type = S physics = S anim = 12 ;------------------------------------------------------------------------------ ;HelperKO [State 0, HelperDead] ;Are you dead? type = ChangeState triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(33) trigger1 = var(6) = 2 value = 5150 ;------------------------------------------------------------------------------ [State 12, 1] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; Walk ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 20] type = S physics = S sprpriority = 0 ;------------------------------------------------------------------------------ ;HelperKO [State 0, HelperDead] ;Are you dead? type = ChangeState triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(33) || IsHelper(9) trigger1 = var(6) = 2 value = 5150 ;------------------------------------------------------------------------------ ;固定時キャンセル [State 20, 0] type = ChangeState trigger1 = var(10) = 1 value = 0 ctrl = 1 ;------------------------------------------------------------------------------ [State 20, 1] type = VelSet triggerall = !var(10) triggerall = var(59) != 1 trigger1 = command = "holdfwd" x = const(velocity.walk.fwd.x) [State 20, 2] type = VelSet triggerall = !var(10) triggerall = var(59) != 1 trigger1 = command = "holdback" x = const(velocity.walk.back.x) ;------------------------------------------------------------------------------ [State 20, 3] type = ChangeAnim triggerall = vel x > 0 trigger1 = Anim != 20 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 20 [State 20, 4] type = ChangeAnim triggerall = vel x < 0 trigger1 = Anim != 21 && Anim != 5 trigger2 = Anim = 5 && AnimTime = 0 value = 21 ;------------------------------------------------------------------------------ ;ぽよん [State 20, Snd] type = PlaySnd triggerall = IsHelper(53) trigger1 = Time >= 30 && Timemod = 32,0 value = 10, 0 volume = -20 lowpriority = 0 freqmul = 1 loop = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; Jump Start ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 40] type = S physics = S anim = 40 ctrl = 0 sprpriority = 1 ;------------------------------------------------------------------------------ ;HelperKO [State 0, HelperDead] ;Are you dead? type = ChangeState triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(33) trigger1 = var(6) = 2 value = 5150 ;------------------------------------------------------------------------------ ;固定時キャンセル [State 40, 0] type = ChangeState trigger1 = var(10) = 1 value = 0 ctrl = 1 ;------------------------------------------------------------------------------ [State 40, 1] type = VarSet triggerall = !var(10) trigger1 = Time = 0 sysvar(1) = 0 ;------------------------------------------------------------------------------ [State 40, 2] type = VarSet triggerall = !var(10) trigger1 = command = "holdfwd" sysvar(1) = 1 ;------------------------------------------------------------------------------ [State 40, 3] type = VarSet triggerall = !var(10) trigger1 = command = "holdback" sysvar(1) = -1 ;AI用 [State 40, AI] type = VarSet triggerall = var(59) = 1 triggerall = RoundState = 2 triggerall = Facing != EnemyNear,Facing triggerall = !var(10) || Helper(35),StateNo = 5150 || Helper(35),StateNo = 5300 triggerall = P2BodyDist X = [0,30] trigger1 = BackEdgeBodyDist < 20 trigger2 = Helper(35),StateNo = 5300 && Helper(35),var(0) = 0 trigger2 = Root,var(9) = 0 sysvar(1) = 1 ;------------------------------------------------------------------------------ [State 40, 4] type = VelSet triggerall = !var(10) trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x))) y = const(velocity.jump.y) [State 40, 5] type = VelSet triggerall = !var(10) trigger1 = AnimTime = 0 trigger1 = prevstateno = 100 ;RUN_FWD trigger1 = sysvar(1) = 1 x = const(velocity.runjump.fwd.x) ;------------------------------------------------------------------------------ ;ぼよん [State 40, Snd] type = PlaySnd triggerall = IsHelper(53) trigger1 = AnimTime = 0 value = 10, 2 volume = -20 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 ;------------------------------------------------------------------------------ [State 40, 6] type = ChangeState triggerall = !var(10) trigger1 = AnimTime = 0 value = 50 ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; Jump Start(Reimu) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 41] anim = 1041 velset = 0,0 ctrl = 0 sprpriority = 1 ownpal = 1 ;------------------------------------------------------------------------------ [State a] type = AssertSpecial trigger1 = RoundState = 4 flag = roundnotover ;------------------------------------------------------------------------------ ;ちびAnim [State a, ChangeAnim] type = ChangeAnim triggerall = Time = 0 trigger1 = IsHelper(33) trigger2 = var(11) > 0 value = 1046 ;------------------------------------------------------------------------------ ;やる気 [State a, Yaruki] type = ParentVarAdd triggerall = IsHelper(35) triggerall = var(3) != [9,10] trigger1 = Time = 1 fvar(37) = 10 ;------------------------------------------------------------------------------ ;無敵 [State a, NoDM] type = NotHitBy trigger1 = Root,var(48) = [1,2] trigger1 = var(9) >= 10 trigger2 = var(7) > 0 value = SCA time = 1 ;------------------------------------------------------------------------------ ;Storyすり抜け [State a, PlayerPush] type = PlayerPush triggerall = Root,var(48) = [1,2] trigger1 = var(9) >= 10 value = 0 ;------------------------------------------------------------------------------ ;Story残像 [State a, AfterImage] type = null;AfterImage triggerall = Root,var(48) = [1,2] trigger1 = var(9) >= 10 ;trigger1 = Time = 0 time = 1 length = 20 palcolor = 0 palinvertall = 0 palbright = 30,30,30 palcontrast = 120,120,220 palpostbright = 0,0,0 paladd = 10,10,25 palmul = .65,.65,.75 timegap = 1 framegap = 4 trans = "non" ;------------------------------------------------------------------------------ ;アーマー用Helper [State a, Armor] type = Helper triggerall = Root,var(48) = [1,2] triggerall = var(9) >= 10 trigger1 = Time= 0 helpertype = player name = "Armor" ID = 15000 pos = 0,0 postype = p1 stateno = 140 ownpal = 1 supermovetime = 0 pausemovetime = 0 ;------------------------------------------------------------------------------ [State 41, 1] type = VarSet triggerall = var(59) != 1 trigger1 = Time = 0 sysvar(1) = 0 ;------------------------------------------------------------------------------ [State 41, 2] type = VarSet triggerall = var(59) != 1 trigger1 = command = "holdfwd" sysvar(1) = 1 ;------------------------------------------------------------------------------ [State 41, 3] type = VarSet triggerall = var(59) != 1 trigger1 = command = "holdback" sysvar(1) = -1 ;------------------------------------------------------------------------------ ;AI [State 41, AI 0] type = VarSet triggerall = var(59) = 1 trigger1 = Time = 0 sysvar(1) = 1 [State 41, AI 1] type = VarSet triggerall = var(59) = 1 triggerall = (IsHelper(35) && (!NumHelper(53) || Helper(53),var(6) = 2)) || ParentDist X/fvar(0) != [-100,20] trigger1 = Random < (6-(Root,var(58)+Root,fvar(38)))*10 trigger2 = Root,var(58) <= 2 trigger2 = Helper(53),StateNo = 3000 trigger2 = ParentDist X < 0 trigger3 = Root,var(58) = [3,5] trigger3 = Helper(53),StateNo = 3000 trigger3 = P2Dist X < 0 trigger3 = Pos Y > (-60*fvar(0))-(10*fvar(0)) sysvar(1) = -1 [State 41, AI 2] type = VarSet triggerall = var(59) = 1 triggerall = (IsHelper(35) && (!NumHelper(53) || Helper(53),var(6) = 2)) || ParentDist X/fvar(0) != [-20,20] trigger1 = Random < (6-(Root,var(58)+Root,fvar(38)))*10 trigger2 = Root,var(58) = [3,5] trigger2 = Helper(58),StateNo = 3000 trigger2 = P2Dist X = 0 trigger2 = Pos Y > (-60*fvar(0))-(10*fvar(0)) sysvar(1) = 0 [State 41, AI 3] type = VarSet triggerall = var(59) = 1 triggerall = (IsHelper(35) && (!NumHelper(53) || Helper(53),var(6) = 2)) || (ParentDist X/fvar(0) != [-20,100]) || Root,var(9) = 0 || Helper(53),StateNo = 3000 trigger1 = Helper(53),StateNo != 3000 trigger1 = Random < (6-(Root,var(58)+Root,fvar(38)))*10 trigger2 = Helper(53),StateNo != 3000 trigger2 = Root,Facing != Facing trigger2 = Root,var(9) = 0 && Root,P2BodyDist X = [0,80] trigger3 = Helper(53),StateNo != 3000 trigger3 = P2BodyDist X/fvar(0) > 80 trigger4 = Root,var(58) = [3,5] trigger4 = Root,StateNo = 3000 trigger4 = P2Dist X > 0 trigger4 = Pos Y > (-60*fvar(0))-(10*fvar(0)) sysvar(1) = 1 ;------------------------------------------------------------------------------ [State 41, 4] type = VelSet trigger1 = AnimTime = 0 x = ifelse(sysvar(1)=0, 0, ifelse(sysvar(1)=1, 2, -2)) y = -8 ;------------------------------------------------------------------------------ [State 41, 5] type = ChangeState trigger1 = AnimTime = 0 value = 55 ctrl = 0 ;------------------------------------------------------------------------------ ;ぼよん [State a, Snd] type = PlaySnd trigger1 = Time = 2 value = 10, 2 volume = -20 channel = 0 lowpriority = 0 freqmul = IfElse(!IsHelper(33) && ((!IsHelper(35) && !IsHelper(34)) || var(11) <= 0), 1, 2) loop = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; Short-Jump Start(Reimu) & Cirno's-Jump ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 42] anim = 1041 velset = 0,0 ctrl = 0 sprpriority = 1 ownpal = 1 ;------------------------------------------------------------------------------ [State a] type = AssertSpecial trigger1 = RoundState = 4 flag = roundnotover ;------------------------------------------------------------------------------ ;ちびAnim [State a, ChangeAnim] type = ChangeAnim triggerall = Time = 0 trigger1 = IsHelper(33) trigger2 = var(11) > 0 value = 1046 ;------------------------------------------------------------------------------ ;HAnim [State a, ChangeAnim] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Time = 0 value = 20942 ;------------------------------------------------------------------------------ ;やる気 [State a, Yaruki] type = ParentVarAdd triggerall = IsHelper(35) triggerall = var(3) != [9,10] trigger1 = Time = 1 fvar(37) = 10 ;------------------------------------------------------------------------------ ;無敵 [State a, NoDM] type = NotHitBy trigger1 = 1 value = SCA ;------------------------------------------------------------------------------ [State 42, 1] type = VarSet triggerall = var(59) != 1 trigger1 = Time = 0 sysvar(1) = 0 ;------------------------------------------------------------------------------ [State 42, 2] type = VarSet triggerall = var(59) != 1 trigger1 = command = "holdfwd" sysvar(1) = 1 ;------------------------------------------------------------------------------ [State 42, 3] type = VarSet triggerall = var(59) != 1 trigger1 = command = "holdback" sysvar(1) = -1 ;------------------------------------------------------------------------------ ;AI [State 42, AI 0] type = VarSet triggerall = var(59) = 1 trigger1 = Time = 0 sysvar(1) = 1 [State 42, AI 1] type = VarSet triggerall = !IsHelper(9) triggerall = var(59) = 1 trigger1 = Random < (6-(Root,var(58)+Root,fvar(38)))*10 sysvar(1) = -1 [State 42, AI 2] type = VarSet triggerall = !IsHelper(9) triggerall = var(59) = 1 trigger1 = Random < (6-(Root,var(58)+Root,fvar(38)))*10 sysvar(1) = 0 [State 42, AI 3] type = VarSet triggerall = !IsHelper(9) triggerall = var(59) = 1 trigger1 = Random < (6-(Root,var(58)+Root,fvar(38)))*10 trigger2 = Root,Facing != Facing trigger2 = Root,var(36) = 0 && Root,P2BodyDist X = [0,80] trigger3 = P2BodyDist X/fvar(0) = [4,80] trigger4 = P2BodyDist X/fvar(0) > 80 sysvar(1) = 1 [State 42, AI 1] type = VarSet triggerall = IsHelper(9) triggerall = var(59) = 1 trigger1 = Random < (6-(Root,var(58)+Root,fvar(38)))*10 trigger2 = NumHelper(20932) trigger2 = Helper(20932),ParentDist X/Root,fvar(0) = [-50,50] trigger4 = NumHelper(20933) trigger4 = Helper(20933),ParentDist X/Root,fvar(0) = [-70,70] sysvar(1) = -1 [State 42, AI 2] type = VarSet triggerall = IsHelper(9) triggerall = var(59) = 1 triggerall = !NumHelper(20932) triggerall = !NumHelper(20933) trigger1 = Random < (6-(Root,var(58)+Root,fvar(38)))*10 sysvar(1) = 0 [State 42, AI 3] type = VarSet triggerall = IsHelper(9) triggerall = var(59) = 1 triggerall = !NumHelper(20932) triggerall = !NumHelper(20933) trigger1 = Random < (6-(Root,var(58)+Root,fvar(38)))*10 trigger2 = Root,var(44) != 9 trigger2 = (var(3) = 0 && var(4) = 1) || (var(3) = 1 && var(5) = 1) trigger2 = var(2)/fvar(0) > 0 trigger3 = (var(3) = 0 && var(4) = 0) || Root,var(44) = 9 trigger3 = P2BodyDist X/Root,fvar(0) > 0 trigger4 = Root,var(44) != 9 trigger4 = var(3) = 1 && var(5) = 0 trigger4 = ParentDist X/Root,fvar(0) > 0 sysvar(1) = 1 ;------------------------------------------------------------------------------ [State 42, 4] type = VelSet trigger1 = AnimElemTime(2) = 2 x = ifelse(sysvar(1)=0, 0, ifelse(sysvar(1)=1, 2, -2)) y = -6 ;------------------------------------------------------------------------------ [State 42, 5] type = ChangeState trigger1 = AnimElemTime(2) = 2 value = 56 ctrl = 0 ;------------------------------------------------------------------------------ ;ぼよん [State a, Snd] type = PlaySnd trigger1 = Time = 2 value = 10, 2 volume = -20 channel = 0 lowpriority = 0 freqmul = IfElse(!IsHelper(33) && ((!IsHelper(35) && !IsHelper(34)) || var(11) <= 0), 1, 2) loop = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; AirJump Start ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 45] type = A physics = N ctrl = 0 velset = 0,0 ;------------------------------------------------------------------------------ [State 45, 1] type = ChangeAnim trigger1 = SelfAnimExist(44) value = 44 [State 45, 2] type = ChangeAnim trigger1 = !SelfAnimExist(44) value = 41 ;------------------------------------------------------------------------------ [State 45, 3] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 ;------------------------------------------------------------------------------ [State 45, 4] type = VarSet trigger1 = command = "holdfwd" sysvar(1) = 1 ;------------------------------------------------------------------------------ [State 45, 5] type = VarSet trigger1 = command = "holdback" sysvar(1) = -1 ;AI用 [State 45, AI] type = VarSet triggerall = var(59) = 1 triggerall = RoundState = 2 triggerall = Facing != EnemyNear,Facing triggerall = !var(10) || Helper(35),StateNo = 5300 || Helper(35),StateNo = 5150 trigger1 = P2BodyDist X = [-30,30] trigger2 = Helper(35),StateNo = 5300 && Helper(35),var(0) = 0 trigger2 = Root,var(9) = 0 sysvar(1) = 1 ;------------------------------------------------------------------------------ [State 45, 6] type = VelSet trigger1 = Time = 2 x = ifelse(sysvar(1)=0, const(velocity.airjump.neu.x), ifelse(sysvar(1)=1, const(velocity.airjump.fwd.x), const(velocity.airjump.back.x))) y = const(velocity.airjump.y) ;------------------------------------------------------------------------------ ;ぼよん [State 40, Snd] type = PlaySnd triggerall = IsHelper(53) trigger1 = Time = 2 value = 10, 2 volume = -20 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 ;------------------------------------------------------------------------------ [State 45, 7] type = ChangeState trigger1 = Time = 2 value = 50 ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; Jump Up ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 50] type = A physics = A ;------------------------------------------------------------------------------ [State 50, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 ;------------------------------------------------------------------------------ [State 50, 2] type = ChangeAnim trigger1 = Time = 0 value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43)) [State 50, 3] type = ChangeAnim trigger1 = Vel y > -2 trigger1 = SelfAnimExist(anim + 3) persistent = 0 value = Anim + 3 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 0, 1-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5963 trigger2 = IsHelper(5965) trigger2 = Anim != 5965 value = IfElse(IsHelper(5963), 5963, 5965) ;============================================================================== ;------------------------------------------------------------------------------ ; Jump Up(Reimu) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 55] type = A movetype = A physics = N anim = 1055 ctrl = 0 poweradd = 20*Root,fVar(2) ;------------------------------------------------------------------------------ [State a] type = AssertSpecial trigger1 = RoundState = 4 flag = roundnotover ;------------------------------------------------------------------------------ ;ちびAnim [State a, ChangeAnim] type = ChangeAnim triggerall = Time = 0 trigger1 = IsHelper(33) trigger2 = var(11) > 0 value = 1058 ;------------------------------------------------------------------------------ ;無敵 [State a, NoDM] type = NotHitBy trigger1 = Root,var(48) = [1,2] trigger1 = var(9) >= 10 trigger2 = var(7) > 0 value = SCA time = 1 ;------------------------------------------------------------------------------ ;スペカ周期&性能変数 [State a, VarSet] type = VarSet triggerall = IsHelper(35) || IsHelper(34) triggerall = Time = 0 trigger1 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 1 trigger1 = PrevStateNo = 3500 trigger2 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 2 trigger2 = PrevStateNo = 3510 trigger3 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 3 trigger3 = PrevStateNo = 3520 trigger4 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 4 trigger4 = PrevStateNo = 3550 trigger5 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 5 trigger5 = PrevStateNo = 3560 trigger6 = (Root,var(3) != [9,10]) || Root,var(46) = 0 || Root,var(48) = 6 trigger6 = PrevStateNo = [3570,3571] var(9) = 0 ;------------------------------------------------------------------------------ ;Storyすり抜け [State a, PlayerPush] type = PlayerPush triggerall = Root,var(48) = [1,2] trigger1 = var(9) >= 10 value = 0 ;------------------------------------------------------------------------------ ;Story残像 [State a, AfterImage] type = null;AfterImage triggerall = Root,var(48) = [1,2] trigger1 = var(9) >= 10 ;trigger1 = Time = 0 time = 1 length = 20 palcolor = 0 palinvertall = 0 palbright = 30,30,30 palcontrast = 120,120,220 palpostbright = 0,0,0 paladd = 10,10,25 palmul = .65,.65,.75 timegap = 1 framegap = 4 trans = "non" ;------------------------------------------------------------------------------ ;アーマー用Helper [State a, Armor] type = Helper triggerall = Root,var(48) = [1,2] triggerall = var(9) >= 10 trigger1 = Time= 0 helpertype = player name = "Armor" ID = 15000 pos = 0,0 postype = p1 stateno = 140 ownpal = 1 supermovetime = 0 pausemovetime = 0 ;------------------------------------------------------------------------------ ;G [State a, G] type = VelAdd trigger1 = 1 y = IfElse(!IsHelper(33) && var(11) <= 0, .44, .20) ;------------------------------------------------------------------------------ [State 55, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 ;------------------------------------------------------------------------------ ;攻撃判定無効 [State 55, MoveType = I] type = StateTypeSet trigger1 = MoveContact trigger2 = PrevStateNo = 1510 movetype = I ;------------------------------------------------------------------------------ ;Hit [State a, Hit] type = HitDef triggerall = IsHelper triggerall = PrevStateNo != 1510 triggerall = IfElse(PrevStateNo = 41, Time >= 5, Time >= 1) triggerall = !MoveContact trigger1 = Root,var(48) != [1,2] trigger2 = Root,var(48) = [1,2] trigger2 = var(9) < 10 attr = A,NA hitflag = MAFD guardflag = HA affectteam = B animtype = light fall.animtype = light damage = var(0)*IfElse(!IsHelper(33) && var(11) <= 0, 10, 1)*Root,fvar(2),var(0)*IfElse(!IsHelper(33) && var(11) <= 0, 5, 0.5)*Root,fvar(2) pausetime = IfElse(!IsHelper(33) && var(11) <= 0, 5, 0),IfElse(!IsHelper(33) && var(11) <= 0, 5, 0) hitsound = s10,1 guardsound = s10,1 sparkno = s10001 guard.sparkno = s10000 sparkxy = 0,0 ground.type = high ground.slidetime = 5 ground.hittime = var(0)*IfElse(!IsHelper(33) && var(11) <= 0, 2.5, 0.25) guard.hittime = var(0)*IfElse(!IsHelper(33) && var(11) <= 0, 2.5, 0.25) guard.ctrltime = var(0)*IfElse(!IsHelper(33) && var(11) <= 0, 2.5, 0.25) id = 55 nochainID = 55 p2facing = 1 [State a, GAT] type = VarSet trigger1 = Time = 0 var(0) = 0 [State a, GAT] type = VarSet trigger1 = Vel X > 0 trigger1 = Vel Y <= 0 var(0) = Vel X-Vel Y [State a, GAT] type = VarSet trigger1 = Vel X > 0 trigger1 = Vel Y > 0 var(0) = Vel X+Vel Y [State a, GAT] type = VarSet trigger1 = Vel X <= 0 trigger1 = Vel Y <= 0 var(0) = -Vel X-Vel Y [State a, GAT] type = VarSet trigger1 = Vel X <= 0 trigger1 = Vel Y > 0 var(0) = -Vel X+Vel Y [State a, Hitbound] type = VelSet triggerall = MoveContact trigger1 = Vel X = 0 && P2Dist X > 0 trigger2 = Vel X > 0 && P2Dist X > 0 x = -2 [State a, Hitbound] type = VelSet triggerall = MoveContact trigger1 = Vel X = 0 && P2Dist X < 0 trigger2 = Vel X < 0 && P2Dist X < 0 x = 2 ;------------------------------------------------------------------------------ ;テンション [State a, Tension] type = ParentVarAdd triggerall = IsHelper(35) triggerall = Root,var(13) != 1 && ((Root,var(3) != 10 && Root,var(3) != 12) || Root,var(51) != 1) trigger1 = Time = 1 fvar(5) = 20*Root,fvar(2)*Root,fvar(6) ignorehitpause = 1 [State a, Tension] type = ParentVarAdd triggerall = IsHelper(35) triggerall = Root,var(13) != 1 && ((Root,var(3) != 10 && Root,var(3) != 12) || Root,var(51) != 1) trigger1 = MoveHit = 1 fvar(5) = var(30)*Root,fvar(2)*Root,fvar(6) ignorehitpause = 1 [State a, Tension] type = ParentVarAdd triggerall = IsHelper(35) triggerall = Root,var(13) != 1 && ((Root,var(3) != 10 && Root,var(3) != 12) || Root,var(51) != 1) trigger1 = MoveGuarded = 1 fvar(5) = var(30)/2*Root,fvar(2)*Root,fvar(6) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;着地移行 [State a, R] type = ChangeState trigger1 = Pos Y >= 0 && Vel Y > 0 value = 57 ctrl = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; Short-Jump Up(Reimu) & Cirno-Jump Up ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 56] type = A movetype = I physics = N anim = 1055 poweradd = IfElse(!IsHelper(9), 10, 0) ctrl = 0 ;------------------------------------------------------------------------------ [State a] type = AssertSpecial trigger1 = RoundState = 4 flag = roundnotover ;------------------------------------------------------------------------------ ;ちびAnim [State a, ChangeAnim] type = ChangeAnim triggerall = Time = 0 trigger1 = IsHelper(33) trigger2 = var(11) > 0 value = 1058 ;------------------------------------------------------------------------------ ;HAnim [State a, ChangeAnim] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Time = 0 value = 20955 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 0, 1-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5963 trigger2 = IsHelper(5965) trigger2 = Anim != 5965 value = IfElse(IsHelper(5963), 5963, 5965) ;------------------------------------------------------------------------------ ;無敵 [State a, NoDM] type = NotHitBy trigger1 = Time < 4 trigger2 = var(7) > 0 value = SCA ;------------------------------------------------------------------------------ ;テンション [State a, Tension] type = ParentVarAdd triggerall = IsHelper(35) triggerall = Root,var(13) != 1 && ((Root,var(3) != 10 && Root,var(3) != 12) || Root,var(51) != 1) trigger1 = Time = 0 fvar(5) = 10*Root,fvar(2)*Root,fvar(6) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;G [State a, G] type = VelAdd trigger1 = 1 y = IfElse(!IsHelper(33) && (IsHelper(9) || var(11) <= 0), .44, .20) ;------------------------------------------------------------------------------ [State 55, 1] type = VarSet trigger1 = Time = 0 sysvar(1) = 0 ;------------------------------------------------------------------------------ ;着地移行 [State a, R] type = ChangeState trigger1 = Pos Y >= 0 && Vel Y > 0 value = 59 ctrl = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; Jump Down (empty state for compatibility) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 51] type = A physics = A ;------------------------------------------------------------------------------ [State 51, 1] type = Null trigger1 = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; Jump Land ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 52] type = S physics = S ctrl = 0 anim = 47 ;------------------------------------------------------------------------------ [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ [State 52, 3] type = CtrlSet trigger1 = Time = 3 value = 1 ;------------------------------------------------------------------------------ [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; Jump Land(Reimu) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 57] type = S movetype = I physics = S ctrl = 0 anim = 1057 ;------------------------------------------------------------------------------ ;ちびAnim [State a, ChangeAnim] type = ChangeAnim triggerall = Time = 0 trigger1 = IsHelper(33) trigger2 = var(11) > 0 value = 1058 ;------------------------------------------------------------------------------ [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ [State 52, 4] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; Short-Jump Land(Reimu) & Cirno-Jump Land ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 59] type = S movetype = I physics = S ctrl = 0 anim = 1057 ;------------------------------------------------------------------------------ ;ちびAnim [State a, ChangeAnim] type = ChangeAnim triggerall = Time = 0 trigger1 = IsHelper(33) trigger2 = var(11) > 0 value = 1058 ;------------------------------------------------------------------------------ ;HAnim [State a, ChangeAnim] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Time = 0 value = 20957 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 0, 1-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5963 trigger2 = IsHelper(5965) trigger2 = Anim != 5965 value = IfElse(IsHelper(5963), 5963, 5965) ;------------------------------------------------------------------------------ [State 52, 1] type = VelSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ [State 52, 2] type = PosSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ ;着地音 [State 52, Snd] type = PlaySnd trigger1 = Time = 0 value = 10,4 ;------------------------------------------------------------------------------ [State 52, 4] type = ChangeState trigger1 = Time = 0 value = 0 ctrl = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; RUN_FWD ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 100] type = S physics = S anim = 100 sprpriority = 1 ;------------------------------------------------------------------------------ ;固定時キャンセル [State 100, 0] type = ChangeState trigger1 = var(10) = 1 value = 0 ctrl = 1 ;------------------------------------------------------------------------------ ;AI用 [State 100, AI] type = CtrlSet trigger1 = var(59) = 1 value = 0 ctrl = 1 [State 100, AI] type = ChangeState triggerall = var(59) = 1 trigger1 = (Helper(35),StateNo = [3500,3520]) || Helper(35),StateNo = 5150 trigger2 = Root,fvar(37) < 400 && (Helper(35),StateNo != 5300 || var(0) = 1) trigger2 = (Helper(35),ParentDist X/fvar(0) = [-100,-60]) || (P2BodyDist X/fvar(0) = [-80,100]) trigger2 = Facing = Helper(35),Facing || (Helper(35),P2BodyDist X/fvar(0) != [0,30]) || (EnemyNear,MoveType != H && (EnemyNear,StateType != L || EnemyNear,StateNo = 5120) && Facing != EnemyNear,Facing) trigger3 = Root,fvar(37) >= 400 || (Helper(35),StateNo = 5300 && var(0) = 0) trigger3 = var(9) = 1 && ((Helper(35),ParentDist X/fvar(0) = [-100,100]) || FrontEdgeBodyDist <= 150) trigger4 = Root,fvar(37) >= 400 || (Helper(35),StateNo = 5300 && var(0) = 0) trigger4 = P2BodyDist X = [0,30] trigger4 = EnemyNear,MoveType != H && (EnemyNear,StateType != L || EnemyNear,StateNo = 5120) trigger4 = EnemyNear,Vel Y > 0 && (var(3) != EnemyNear,StateNo || var(5) < 5) && Facing != EnemyNear,Facing trigger5 = Time = 60 trigger6 = InGuardDist && (var(3) != EnemyNear,StateNo || var(5) < 5) && var(7) <= 0 && Root,var(54) = 1 trigger7 = Facing = Helper(35),Facing && Helper(35),ParentDist X/fvar(0) > -10 value = 0 ctrl = 1 ;------------------------------------------------------------------------------ [State 100, 1] type = VelSet trigger1 = !var(10) x = const(velocity.run.fwd.x) ;------------------------------------------------------------------------------ [State 100, 2] ;Prevent run from canceling into walk type = AssertSpecial trigger1 = !var(10) flag = NoWalk [State 100, 3] ;Prevent from turning type = AssertSpecial trigger1 = !var(10) flag = NoAutoTurn ;------------------------------------------------------------------------------ [State 100, 4] type = ChangeState triggerall = var(59) != 1 trigger1 = command != "holdfwd" value = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; RUN_BACK ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 105] type = A physics = A ctrl = 0 anim = 105 sprpriority = 1 ;------------------------------------------------------------------------------ ;固定時キャンセル [State 105, 0] type = ChangeState trigger1 = var(10) = 1 value = 0 ctrl = 1 ;------------------------------------------------------------------------------ [State 105, 1] type = VelSet triggerall = !var(10) trigger1 = Time = 0 x = const(velocity.run.back.x) y = const(velocity.run.back.y) ;------------------------------------------------------------------------------ [State 105, 2] type = CtrlSet trigger1 = Time = 2 value = 1 ;------------------------------------------------------------------------------ [State 105, 3] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 106 ;------------------------------------------------------------------------------ ;ぼよん [State 35400, Snd] type = PlaySnd triggerall = IsHelper(53) trigger1 = Time = 0 value = 10, 2 volume = -20 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; RUN_BACK2 (land) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 106] type = S physics = S ctrl = 0 anim = 47 ;------------------------------------------------------------------------------ [State 106, 1] type = VelSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ [State 106, 2] type = PosSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ [State 106, 3] type = MakeDust trigger1 = Time = 2 pos = -5,-2 spacing = 1 ;------------------------------------------------------------------------------ [State 106, 4] type = ChangeState trigger1 = Time = 7 value = 0 ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; RUN_UP ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 110] type = S physics = N ;------------------------------------------------------------------------------ [State 110, 0] type = CtrlSet trigger1 = Time = 0 value = 0 ;------------------------------------------------------------------------------ [State 110, 1] type = ChangeAnim trigger1 = Time = 0 value = 110 ;------------------------------------------------------------------------------ [State 110, 2] type = HitBy trigger1 = Time = 0 value = SCA, NT, ST, HT time = 30 ;------------------------------------------------------------------------------ [State 110, 3] type = VelSet trigger1 = Time = 0 x = 0 z = -7 [State 110, 4] type = VelMul trigger1 = 1 z = 0.8 [State 110, 5] type = VelSet trigger1 = AnimTime = -8 z = 0 ;------------------------------------------------------------------------------ [State 110, 7] type = CtrlSet trigger1 = AnimTime = 0 value = 1 ;------------------------------------------------------------------------------ [State 110, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; RUN_DOWN ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 115] type = S physics = N ;------------------------------------------------------------------------------ [State 115, 0] type = CtrlSet trigger1 = Time = 0 value = 0 ;------------------------------------------------------------------------------ [State 115, 1] type = ChangeAnim trigger1 = Time = 0 value = 110 ;------------------------------------------------------------------------------ [State 115, 2] type = HitBy trigger1 = Time = 0 value = SCA, NT, ST, HT time = 30 ;------------------------------------------------------------------------------ [State 115, 3] type = VelSet trigger1 = Time = 0 x = 0 z = 7 [State 115, 4] type = VelMul trigger1 = 1 z = 0.8 [State 115, 5] type = VelSet trigger1 = AnimTime = -8 z = 0 ;------------------------------------------------------------------------------ [State 115, 7] type = CtrlSet trigger1 = AnimTime = 0 value = 1 ;------------------------------------------------------------------------------ [State 115, 8] type = ChangeState trigger1 = AnimTime = 0 value = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; GUARD (start) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 120] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged ;------------------------------------------------------------------------------ [State 120, 1] type = ChangeAnim trigger1 = Time = 0 value = 120 + (statetype = C) + (statetype = A)*2 ;------------------------------------------------------------------------------ [State 120, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 120, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 120, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 120, Hi to Lo] type = StateTypeSet triggerall = statetype = S trigger1 = var(59) != 1 trigger1 = command = "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType != A statetype = C physics = C [State 120, Lo to Hi] type = StateTypeSet triggerall = statetype = C trigger1 = var(59) != 1 trigger1 = command != "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType = A statetype = S physics = S ;------------------------------------------------------------------------------ [State 120, 5] type = ChangeState trigger1 = AnimTime = 0 value = 130 + (statetype = C) + (statetype = A)*2 ;------------------------------------------------------------------------------ [State 120, Stop Guarding] type = ChangeState trigger1 = var(59) != 1 trigger1 = command != "holdback" trigger2 = Helper,MoveType != A trigger2 = !inguarddist value = 140 ;============================================================================== ;------------------------------------------------------------------------------ ; STAND GUARD (guarding) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 130] type = S physics = S ;------------------------------------------------------------------------------ [State 130, 1] type = ChangeAnim trigger1 = Anim != 130 value = 130 ;------------------------------------------------------------------------------ [State 130, Hi to Lo] type = ChangeState trigger1 = var(59) != 1 trigger1 = command = "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType != A value = 131 ;------------------------------------------------------------------------------ [State 130, Stop Guarding] type = ChangeState trigger1 = var(59) != 1 trigger1 = command != "holdback" trigger2 = Helper,MoveType != A trigger2 = !inguarddist value = 140 ;============================================================================== ;------------------------------------------------------------------------------ ; CROUCH GUARD (guarding) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 131] type = C physics = C ;------------------------------------------------------------------------------ [State 131, 1] type = ChangeAnim trigger1 = Anim != 131 value = 131 ;------------------------------------------------------------------------------ [State 131, Lo to Hi] type = ChangeState trigger1 = var(59) != 1 trigger1 = command != "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType = A value = 130 ;------------------------------------------------------------------------------ [State 131, Stop Guarding] type = ChangeState trigger1 = var(59) != 1 trigger1 = command != "holdback" trigger2 = Helper,MoveType != A trigger2 = !inguarddist value = 140 ;============================================================================== ;------------------------------------------------------------------------------ ; AIR GUARD (guarding) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 132] type = A physics = N ;------------------------------------------------------------------------------ [State 132, 1] type = ChangeAnim trigger1 = Anim != 132 value = 132 ;------------------------------------------------------------------------------ [State 132, 2] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) ;------------------------------------------------------------------------------ [State 132, 3] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 132, 4] type = VelSet trigger1 = sysvar(0) y = 0 [State 132, 5] type = PosSet trigger1 = sysvar(0) y = 0 ;------------------------------------------------------------------------------ [State 132, 6] type = ChangeState trigger1 = sysvar(0) trigger1 = var(59) = 1 || command = "holdback" trigger1 = inguarddist value = 130 ;------------------------------------------------------------------------------ [State 132, 7] type = ChangeState trigger1 = sysvar(0) value = 52 ;------------------------------------------------------------------------------ [State 132, Stop Guarding] type = ChangeState trigger1 = var(59) != 1 trigger1 = command != "holdback" trigger2 = Helper,MoveType != A trigger2 = !inguarddist value = 140 ;============================================================================== ;------------------------------------------------------------------------------ ; GUARD (end) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 140] type = U ;Leave state type unchanged physics = U ;Leave physics unchanged ctrl = 1 ;------------------------------------------------------------------------------ ;混線防止用ChangeAnim [State 140, 0-Marisa] type = ChangeAnim triggerall = IsHelper(53) trigger1 = !var(6) value = 0 ignorehitpause = 1 [State 140, 0-Reimu] type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) trigger1 = Anim != IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) value = IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) ignorehitpause = 1 [State 140, 0-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger2 = IsHelper(5965) value = IfElse(IsHelper(5963), 5963, 5965) ignorehitpause = 1 [State 140, 0-AI&Effect&AT Helper] type = ChangeAnim trigger1 = IsHelper(52) || IsHelper(10000) || IsHelper(11000) || IsHelper(15000) trigger2 = IsHelper(1500) || IsHelper(1540) trigger3 = IsHelper(2002) || IsHelper(3005) || IsHelper(3015) || IsHelper(3016) || IsHelper(3017) || IsHelper(3025) trigger4 = IsHelper(3050) || IsHelper(3051) || IsHelper(3052) || IsHelper(3053) || IsHelper(3055) || IsHelper(3056) || IsHelper(3057) || IsHelper(3058) || IsHelper(3059) || IsHelper(30570) || IsHelper(3101) trigger5 = IsHelper(3501) || IsHelper(3502) || IsHelper(3503) || IsHelper(3504) || IsHelper(3505) trigger6 = IsHelper(3511) || IsHelper(3512) || IsHelper(3513) trigger7 = IsHelper(3560) || IsHelper(3601) trigger8 = IsHelper(4002) trigger9 = IsHelper(4012) || IsHelper(4013) trigger10 = IsHelper(20100) || IsHelper(20150) || IsHelper(20160) || IsHelper(20161) || IsHelper(20162) trigger11 = IsHelper(20200) || IsHelper(20250) || IsHelper(20254) || IsHelper(20300) || IsHelper(20400) || IsHelper(20500) trigger12 = IsHelper(20600) || IsHelper(20700) || IsHelper(20800) trigger13 = IsHelper(9) || IsHelper(20901) || IsHelper(20916) || IsHelper(209160) || IsHelper(20980) || IsHelper(20917) trigger14 = IsHelper(20932) || IsHelper(20933) trigger15 = IsHelper(21000) || IsHelper(21005) || IsHelper(21006) value = 9000 ignorehitpause = 1 [State 140, 0-Yuyuko] type = ChangeAnim trigger1 = IsHelper(20000) value = 20000 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;混線防止用ChangeState [State 140, 0.5-Marisa] type = ChangeState triggerall = IsHelper(53) trigger1 = !var(6) value = 0 ctrl = 0 ignorehitpause = 1 [State 140, 0.5-Reimu] type = ChangeState triggerall = IsHelper(34) triggerall = Parent,StateNo = 3570 trigger1 = Parent,AnimElem = 2 value = 3572 ctrl = 0 ignorehitpause = 1 [State 140, 0.5-Reimu] type = ChangeState triggerall = IsHelper(34) triggerall = Parent,StateNo = 3570 trigger1 = Parent,AnimElem = 3 value = 3573 ctrl = 0 ignorehitpause = 1 [State 140, 0.5-Reimu] type = ChangeState triggerall = IsHelper(34) trigger1 = Parent,StateNo = 3570 trigger1 = Parent,AnimElem = 4 trigger2 = Parent,StateNo = 3571 value = 3574 ctrl = 0 ignorehitpause = 1 [State 140, 0.5-Reimu] type = ChangeState triggerall = IsHelper(34) triggerall = Parent,StateNo = 3570 trigger1 = Parent,AnimElem = 5 value = 3575 ctrl = 0 ignorehitpause = 1 [State 140, 0.5-Reimu] type = ChangeState trigger1 = IsHelper(35) || IsHelper(34) || IsHelper(33) value = 0 ctrl = 0 ignorehitpause = 1 [State 140, 0.5-AI Helper] type = ChangeState trigger1 = IsHelper(30) value = 3580 ignorehitpause = 1 [State 140, 0.5-DanBo-Ru] type = ChangeState trigger1 = IsHelper(5963) trigger2 = IsHelper(5965) value = 5150 ignorehitpause = 1 [State 140, 0.5-AI Helper] type = ChangeState trigger1 = IsHelper(10000) value = 10000 ignorehitpause = 1 [State 140, 0.5-Effect Helper] type = ChangeState trigger1 = IsHelper(11000) value = 11000 ignorehitpause = 1 [State 140, 0.5-ZaButon A] type = ChangeState trigger1 = IsHelper(1501) value = 1501 ignorehitpause = 1 [State 140, 0.5-ZaButon B] type = ChangeState trigger1 = IsHelper(1502) value = 1502 ignorehitpause = 1 [State 140, 0.5-SaiSenBako] type = ChangeState trigger1 = IsHelper(1540) value = 1540 ignorehitpause = 1 [State 140, 0.5-YukkuriSiteittene!] type = ChangeState trigger1 = IsHelper(2002) value = 2002 ignorehitpause = 1 [State 140, 0.5-MS] type = ChangeState trigger1 = IsHelper(3005) trigger1 = Parent,StateNo = 3000 trigger2 = IsHelper(3025) trigger2 = Parent,StateNo = 3020 trigger3 = IsHelper(3005) trigger3 = Parent,StateNo = 3076 trigger4 = IsHelper(3025) trigger4 = Parent,StateNo = 3078 value = 3005 ignorehitpause = 1 [State 140, 0.5-MS2] type = ChangeState trigger1 = IsHelper(3025) trigger1 = Parent,StateNo = 3024 trigger2 = IsHelper(3025) trigger2 = Parent,StateNo = 3077 trigger3 = IsHelper(3005) trigger3 = Parent,StateNo = 3079 value = 3025 ignorehitpause = 1 [State 140, 0.5-Polaris] type = ChangeState trigger1 = IsHelper(3015) || IsHelper(3016) || IsHelper(3017) value = 3015 ignorehitpause = 1 [State 140, 0.5-Bit] type = ChangeState trigger1 = IsHelper(3050) || IsHelper(3051) || IsHelper(3052) || IsHelper(3053) value = 3050 ignorehitpause = 1 [State 140, 0.5-Barrier] type = ChangeState trigger1 = IsHelper(3055) value = 3055 ignorehitpause = 1 [State 140, 0.5-Barrage] type = ChangeState trigger1 = IsHelper(3056) value = 3056 ignorehitpause = 1 [State 140, 0.5-Laser] type = ChangeState trigger1 = IsHelper(3057) || IsHelper(3058) || IsHelper(3059) || IsHelper(30570) value = 3057 ignorehitpause = 1 [State 140, 0.5-AfterImage] type = ChangeState trigger1 = IsHelper(52) value = 3095 ignorehitpause = 1 [State 140, 0.5-Joker] type = ChangeState trigger1 = IsHelper(3101) value = 3101 ignorehitpause = 1 [State 140, 0.5-Musou] type = ChangeState trigger1 = IsHelper(3501) || IsHelper(3502) || IsHelper(3503) || IsHelper(3504) || IsHelper(3505) value = 3501 ignorehitpause = 1 [State 140, 0.5-Sanka] type = ChangeState trigger1 = IsHelper(3511) || IsHelper(3512) || IsHelper(3513) value = 3511 ignorehitpause = 1 [State 140, 0.5-Story5] type = ChangeState trigger1 = IsHelper(3560) value = 3560 ignorehitpause = 1 [State 140, 0.5-Story5] type = ChangeState trigger1 = IsHelper(3601) value = 3601 ignorehitpause = 1 [State 140, 0.5-YuYuYukkuriSiteitteneNeNe!] type = ChangeState trigger1 = IsHelper(4002) value = 4002 ignorehitpause = 1 [State 140, 0.5-YukkuriSiro!] type = ChangeState trigger1 = IsHelper(4012) value = 4012 ignorehitpause = 1 [State 140, 0.5-YukkuriWorld] type = ChangeState trigger1 = IsHelper(4013) value = 4013 ignorehitpause = 1 [State 140, 0.5-YukkuriWorld] type = ChangeState trigger1 = IsHelper(4013) value = 4013 ignorehitpause = 1 [State 140, 0.5-Arm] type = ChangeState trigger1 = IsHelper(15000) value = 15000 ignorehitpause = 1 [State 140, 0.5-U-] type = ChangeState trigger1 = IsHelper(20000) value = 5150 ignorehitpause = 1 [State 140, 0.5-U-] type = ChangeState trigger1 = IsHelper(20100) value = 20100 ignorehitpause = 1 [State 140, 0.5-ImoutoSama] type = ChangeState trigger1 = IsHelper(20150) value = 20150 ignorehitpause = 1 [State 140, 0.5-Hakai A] type = ChangeState trigger1 = IsHelper(20160) value = 20160 ignorehitpause = 1 [State 140, 0.5-Hakai B] type = ChangeState trigger1 = IsHelper(20161) value = 20161 ignorehitpause = 1 [State 140, 0.5-Hakai C] type = ChangeState trigger1 = IsHelper(20162) value = 20162 ignorehitpause = 1 [State 140, 0.5-Tyeeeeen] type = ChangeState trigger1 = IsHelper(20200) value = 20200 ignorehitpause = 1 [State 140, 0.5-Ransyamaaaaa] type = ChangeState trigger1 = IsHelper(20250) value = 20250 ignorehitpause = 1 [State 140, 0.5-Ransyama!] type = ChangeState trigger1 = IsHelper(20254) value = 20254 ignorehitpause = 1 [State 140, 0.5-Ayayayaya] type = ChangeState trigger1 = IsHelper(20300) value = 20300 ignorehitpause = 1 [State 140, 0.5-Kimee!] type = ChangeState trigger1 = IsHelper(20400) value = 20400 ignorehitpause = 1 [State 140, 0.5-Myon] type = ChangeState trigger1 = IsHelper(20500) value = 20500 ignorehitpause = 1 [State 140, 0.5-So-NanoKa-] type = ChangeState trigger1 = IsHelper(20600) value = 20600 ignorehitpause = 1 [State 140, 0.5-Tyu-Goku] type = ChangeState trigger1 = IsHelper(20700) value = 20700 ignorehitpause = 1 [State 140, 0.5-Pattye] type = ChangeState trigger1 = IsHelper(20800) value = 20800 ignorehitpause = 1 [State 140, 0.5-9] type = ChangeState trigger1 = IsHelper(9) value = 20900 ignorehitpause = 1 [State 140, 0.5-9-Reim] type = ChangeState trigger1 = IsHelper(20901) value = 20901 ignorehitpause = 1 [State 140, 0.5-Kaeru] type = ChangeState trigger1 = IsHelper(20916) trigger2 = IsHelper(209160) value = 20916 ignorehitpause = 1 [State 140, 0.5-KaeruF] type = ChangeState trigger1 = IsHelper(20917) trigger2 = IsHelper(20980) value = 20917 ignorehitpause = 1 [State 140, 0.5-YukiOtoko] type = ChangeState trigger1 = IsHelper(20932) trigger2 = IsHelper(20933) value = 20932 ignorehitpause = 1 [State 140, 0.5-Pattye] type = ChangeState trigger1 = IsHelper(21000) value = 21000 ignorehitpause = 1 [State 140, 0.5-Pattye] type = ChangeState trigger1 = IsHelper(21005) value = 21005 ignorehitpause = 1 [State 140, 0.5-Pattye] type = ChangeState trigger1 = IsHelper(21006) value = 21006 ignorehitpause = 1 ;------------------------------------------------------------------------------ [State 140, 1] type = ChangeAnim trigger1 = Time = 0 value = 140 + (statetype = C) + (statetype = A)*2 ;------------------------------------------------------------------------------ [State 140, 2] type = StateTypeSet trigger1 = Time = 0 && statetype = S physics = S [State 140, 3] type = StateTypeSet trigger1 = Time = 0 && statetype = C physics = C [State 140, 4] type = StateTypeSet trigger1 = Time = 0 && statetype = A physics = A [State 140, Hi to Lo] type = StateTypeSet triggerall = statetype = S trigger1 = var(59) != 1 trigger1 = command = "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType != A statetype = C physics = C [State 140, Lo to Hi] type = StateTypeSet triggerall = statetype = C trigger1 = var(59) != 1 trigger1 = command != "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType = A statetype = S physics = S ;[State 140, 5] ;Implemented within engine ;type = ChangeState ;trigger1 = AnimTime = 0 ;value = (statetype = C)*11 + (statetype = A)*51 ;============================================================================== ;------------------------------------------------------------------------------ ; SGUARDHIT (shaking) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 150] type = S movetype= H physics = N velset = 0,0 ;------------------------------------------------------------------------------ [State 150, 1] type = ChangeAnim trigger1 = 1 value = 150 ;------------------------------------------------------------------------------ [State 150, 2] type = ChangeState trigger1 = HitShakeOver value = 151 + 2*(command = "holddown") ;------------------------------------------------------------------------------ [State 150, Hi to Lo] type = StateTypeSet triggerall = statetype = S trigger1 = var(59) != 1 trigger1 = command = "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType != A statetype = C physics = C [State 150, Lo to Hi] type = StateTypeSet triggerall = statetype = C trigger1 = var(59) != 1 trigger1 = command != "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType = A statetype = S physics = S [State 150, 3] type = ForceFeedback trigger1 = time = 0 waveform = square time = 3 ;============================================================================== ;------------------------------------------------------------------------------ ; SGUARDHIT2 (knocked back) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 151] type = S movetype= H physics = S anim = 150 ;------------------------------------------------------------------------------ [State 151, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 151, 2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = HitOver x = 0 ;------------------------------------------------------------------------------ [State 151, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 ;------------------------------------------------------------------------------ [State 151, Hi to Lo] type = StateTypeSet triggerall = statetype = S trigger1 = var(59) != 1 trigger1 = command = "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType != A statetype = C physics = C [State 151, Lo to Hi] type = StateTypeSet triggerall = statetype = C trigger1 = var(59) != 1 trigger1 = command != "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType = A statetype = S physics = S ;------------------------------------------------------------------------------ [State 151, 4] type = ChangeState trigger1 = HitOver value = 130 ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; CGUARDHIT (shaking) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 152] type = C movetype= H physics = N velset = 0,0 ;------------------------------------------------------------------------------ [State 152, 1] type = ChangeAnim trigger1 = 1 value = 151 ;------------------------------------------------------------------------------ [State 152, 3] type = ChangeState trigger1 = HitShakeOver value = 151 + 2*IfElse(var(59) != 1, command = "holddown", EnemyNear,StateType != A) ;------------------------------------------------------------------------------ [State 152, Hi to Lo] type = StateTypeSet triggerall = statetype = S trigger1 = var(59) != 1 trigger1 = command = "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType != A statetype = C physics = C [State 152, Lo to Hi] type = StateTypeSet triggerall = statetype = C trigger1 = var(59) != 1 trigger1 = command != "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType = A statetype = S physics = S ;------------------------------------------------------------------------------ [State 152, 4] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;============================================================================== ;------------------------------------------------------------------------------ ; CGUARDHIT2 (knocked back) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 153] type = C movetype= H physics = C anim = 151 ;------------------------------------------------------------------------------ [State 153, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 153, 2] type = VelSet trigger1 = Time = GetHitVar(slidetime) trigger2 = HitOver x = 0 ;------------------------------------------------------------------------------ [State 153, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 ;------------------------------------------------------------------------------ [State 153, Hi to Lo] type = StateTypeSet triggerall = statetype = S trigger1 = var(59) != 1 trigger1 = command = "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType != A statetype = C physics = C [State 153, Lo to Hi] type = StateTypeSet triggerall = statetype = C trigger1 = var(59) != 1 trigger1 = command != "holddown" trigger2 = var(59) = 1 trigger2 = EnemyNear,StateType = A statetype = S physics = S ;------------------------------------------------------------------------------ [State 153, 4] type = ChangeState trigger1 = HitOver value = 131 ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; AGUARDHIT (shaking) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 154] type = A movetype= H physics = N velset = 0,0 ;------------------------------------------------------------------------------ [State 154, 1] type = ChangeAnim trigger1 = 1 value = 152 ;------------------------------------------------------------------------------ [State 154, 2] type = ChangeState trigger1 = HitShakeOver value = 155 ;AGUARDHIT2 ;------------------------------------------------------------------------------ [State 154, 3] type = ForceFeedback trigger1 = time = 0 waveform = square time = 4 ;============================================================================== ;------------------------------------------------------------------------------ ; AGUARDHIT2 (knocked away) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 155] type = A movetype= H physics = N anim = 152 ;------------------------------------------------------------------------------ [State 155, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 155, 2] type = VelAdd trigger1 = 1 y = Const(movement.yaccel) ;------------------------------------------------------------------------------ [State 155, 3] type = CtrlSet trigger1 = Time = GetHitVar(ctrltime) value = 1 ;------------------------------------------------------------------------------ [State 155, 4] type = VarSet trigger1 = 1 sysvar(0) = (pos y >= 0) && (vel y > 0) [State 155, 5] type = VelSet trigger1 = sysvar(0) y = 0 [State 155, 6] type = PosSet trigger1 = sysvar(0) y = 0 ;------------------------------------------------------------------------------ [State 155, 6] type = ChangeState trigger1 = sysvar(0) trigger1 = var(59) = 1 || command = "holdback" trigger1 = inguarddist value = 130 [State 155, 7] type = ChangeState trigger1 = sysvar(0) value = IfElse(IsHelper(53), 52, 59) ;============================================================================== ;------------------------------------------------------------------------------ ; LOSE (Time over) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 170] type = S ctrl = 0 anim = 170 velset = 0,0 ;------------------------------------------------------------------------------ ;紅白饅頭Anim ;------------------------------------------------------------------------------ [State 170, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; DRAWGAME (Time over) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 175] type = S ctrl = 0 velset = 0,0 ;------------------------------------------------------------------------------ [State 175, 1] ; If no anim, use go to lose state. type = ChangeState trigger1 = Time = 0 trigger1 = !SelfAnimExist(175) value = 170 ;------------------------------------------------------------------------------ ;紅白饅頭Anim ;------------------------------------------------------------------------------ [State 175, 2] type = ChangeAnim trigger1 = Time = 0 value = 175 ;------------------------------------------------------------------------------ [State 175, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; PREINTRO ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 190] type = S ctrl = 0 velset = 0,0 ;------------------------------------------------------------------------------ [State 190, 1] type = ChangeAnim triggerall = !IsHelper trigger1 = SelfAnimExist(190) value = 190 ;------------------------------------------------------------------------------ [State 190, 2] ;Go straight to intro. type = ChangeState triggerall = !IsHelper trigger1 = Time = 0 value = 191 ;============================================================================== ;------------------------------------------------------------------------------ ; INTRO (override this state to give character an intro) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 191] type = S ctrl = 0 ;------------------------------------------------------------------------------ [State 191, 1] type = ChangeState triggerall = !IsHelper trigger1 = Time = 0 value = 0 [State 191, Intro] type = AssertSpecial trigger1 = 1 flag = Intro [State 191, RandomM] type = VarRandom triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Enemy,RoundsExisted <= 0 trigger1 = Time = 0 v = 0 range = 0,3 [State 191, RandomR] type = VarSet triggerall = IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 trigger1 = Enemy,RoundsExisted <= 0 var(0) = Helper(53),var(0) [State 191, OnlyM] type = VarRandom triggerall = IsHelper(53) triggerall = Root,var(3) = 10 triggerall = Root,var(44) = 1 triggerall = Enemy,RoundsExisted = 0 trigger1 = Time = 0 v = 0 range = 1,2 [State 191, OnlyR] type = VarSet triggerall = IsHelper(35) triggerall = Root,var(3) = 10 triggerall = Root,var(44) = 0 triggerall = Enemy,RoundsExisted = 0 trigger1 = Time = 0 var(0) = 3 [State 191, SpecialIntro] type = VarSet triggerall = IsHelper(53) || IsHelper(35) triggerall = Enemy,RoundsExisted = 0 trigger1 = P2Name = "Reimu_Hakurei" trigger2 = P2Name = "HAKUREI" trigger3 = P2Name = "Toki Hakurei" trigger4 = P2Name = "hakureimu" trigger5 = P2Name = "Yami_miko" trigger6 = P2Name = "Reimu_Scarlet" trigger7 = P2Name = "Tamiflu Miko" trigger8 = P2Name = "ccreimu" || P2Name = "AbaReimu" || P2Name = "siteittene" || P2Name = "tank-reimu" trigger9 = P2Name = "M-Reimu" trigger10 = P2Name = "H-Reimu" || P2Name = "ONI-MIKO-REIMU" || P2Name = "STG0235" trigger11 = P2Name = "Reimu" trigger12 = P2Name = "th01 Reimu" trigger13 = P2Name = "Marisa Kirisame" trigger14 = P2Name = "Kirisame-Marisa" trigger15 = P2Name = "Marisa_K" trigger16 = P2Name = "MegaMari" trigger17 = P2Name = "Street Fighter Marisa" trigger18 = P2Name = "Marisa_S" trigger19 = P2Name = "yukkuri" || P2Name = "yuyuyukkuriri" || P2Name = "STGmarisa" trigger20 = P2Name = "D4 Reimu" trigger21 = P2Name = "marisa" trigger22 = P2Name = "R-kunagi" trigger23 = P2Name = "dio" trigger24 = P2Name = "final dio" trigger25 = P2Name = "shadow dio" trigger26 = P2Name = "Asagiri_Asagi" trigger26 = (Enemy,StateNo != [192,193]) && (Enemy,PrevStateNo != [192,193]) trigger27 = P2Name = "ShangHoi_san" var(0) = 999 [State 191, Enemy,RoundsExisted > 0] type = VarSet triggerall = IsHelper(53) || IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 trigger1 = Enemy,RoundsExisted > 0 var(0) = 0 [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Enemy,RoundsExisted > 0 trigger1 = Root,var(3) = 7 trigger2 = Root,var(3) = 10 value = 0 [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = var(0) = 999 trigger1 = !(P2Name = "Reimu_Hakurei") trigger1 = !(P2Name = "HAKUREI") trigger1 = !(P2Name = "Toki Hakurei") trigger1 = !(P2Name = "hakureimu") trigger1 = !(P2Name = "Yami_miko") trigger1 = !(P2Name = "Reimu_Scarlet") trigger1 = !(P2Name = "Tamiflu Miko") trigger1 = !(P2Name = "ccreimu" || P2Name = "AbaReimu" || P2Name = "siteittene" || P2Name = "tank-reimu") trigger1 = !(P2Name = "M-Reimu") trigger1 = !(P2Name = "H-Reimu" || P2Name = "ONI-MIKO-REIMU" || P2Name = "STG0235") trigger1 = !(P2Name = "Reimu") trigger1 = !(P2Name = "th01 Reimu") trigger1 = !(P2Name = "Marisa Kirisame") trigger1 = !(P2Name = "Kirisame-Marisa") trigger1 = !(P2Name = "Marisa_K") trigger1 = !(P2Name = "MegaMari") trigger1 = !(P2Name = "Street Fighter Marisa") trigger1 = !(P2Name = "Marisa_S") trigger1 = !(P2Name = "yukkuri" || P2Name = "yuyuyukkuriri" || P2Name = "STGmarisa") trigger1 = !(P2Name = "D4 Reimu") trigger1 = !(P2Name = "marisa") trigger1 = !(P2Name = "R-kunagi") trigger1 = !(P2Name = "dio") trigger1 = !(P2Name = "final dio") trigger1 = !(P2Name = "shadow dio") trigger1 = !(P2Name = "Asagiri_Asagi") || (Enemy,StateNo = [192,193]) || (Enemy,PrevStateNo = [192,193]) trigger1 = !(P2Name = "ShangHoi_san") value = 0 ;------------------------------------------------------------------------------ ;ゆっくりしていってね! [State 191] type = ChangeState triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 trigger1 = var(0) = 0 value = 2000 ;------------------------------------------------------------------------------ ;戦う前に一つ言っておくことがある [State 191, 1] type = ChangeAnim triggerall = IsHelper(53) || IsHelper(35) triggerall = Root,var(3) != 7 trigger1 = var(0) = 1 value = IfElse(IsHelper(53), 1, 2001) [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 0 trigger1 = var(0) = 1 value = 50,83 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 0 trigger1 = var(0) = 1 ID = 19000 anim = 19020 bindtime = -1 removetime = 180 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;お前は私を厨キャラだと思っているようだが [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 180 trigger1 = var(0) = 1 value = 50,84 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 180 trigger1 = var(0) = 1 ID = 19000 anim = 19021 bindtime = -1 removetime = 180 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 supermovetime = 0 ownpal = 1 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;その通りだ [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 180+210 ;420 trigger1 = var(0) = 1 value = 50,85 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 180+210 ;420 trigger1 = var(0) = 1 ID = 19000 anim = 19022 bindtime = -1 removetime = 90 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;KFMでも倒せるよ! [State 191, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Time = 180+210+90 ;550 trigger1 = var(0) = 1 value = 50,86 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Time = 180+210+90 ;550 trigger1 = var(0) = 1 ID = 19000 anim = 19023 bindtime = -1 removetime = 120 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing [State 20250, Explod] type = Explod triggerall = IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Time = 180+210+90 ;550 trigger1 = var(0) = 1 anim = 7102 id = 191 postype = p1 bindtime = -1 pos = -20*Root,fvar(0),-22*Root,fvar(0) removetime = 120 ownpal = 1 scale = Root,fvar(0),Root,fvar(0) [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Time = IfElse(Root,var(3) != 10, 180+210+90+120, 180+210+90) ;670, 550) trigger1 = var(0) = 1 value = 0 ;------------------------------------------------------------------------------ ;わたしのせんとうりょくすうは [State 191, 1] type = ChangeAnim triggerall = IsHelper(53) || IsHelper(35) triggerall = Root,var(3) != 7 trigger1 = var(0) = 2 value = IfElse(IsHelper(53), 1, 2001) [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 0 trigger1 = var(0) = 2 value = 50,87 volume = 255 channel = 0 lowpriority = 1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 0 trigger1 = var(0) = 2 ID = 19000 anim = 19025 bindtime = -1 removetime = 120 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;53なんです [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 140 ;180 trigger1 = var(0) = 2 value = 50,88 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Time = 140 ;180 trigger1 = var(0) = 2 ID = 19000 anim = 19026 bindtime = -1 removetime = 110 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;農家のおじさん10人分! [State 191, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Time = 140+110 ;290 trigger1 = var(0) = 2 value = 50,89 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Time = 140+110 ;290 trigger1 = var(0) = 2 ID = 19000 anim = 19027 bindtime = -1 removetime = 150 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Time = IfElse(Root,var(3) != 10, 140+110+150, 140+110) ;440, 290) trigger1 = var(0) = 2 value = 0 ;------------------------------------------------------------------------------ ;わたし強いけど手加減してね [State 191, 1] type = ChangeAnim triggerall = IsHelper(53) || IsHelper(35) triggerall = Root,var(3) != 7 trigger1 = var(0) = 3 value = IfElse(IsHelper(53), 1, 2001) [State 191, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Time = 0 trigger1 = var(0) = 3 value = 50,90 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Time = 0 trigger1 = var(0) = 3 ID = 19000 anim = 19030 bindtime = -1 removetime = 150 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;むしろ負けてください [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Time = 150 ;180 trigger1 = var(0) = 3 value = 50,91 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Time = 150 ;180 trigger1 = var(0) = 3 ID = 19000 anim = 19031 bindtime = -1 removetime = 90 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;お願いします [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Time = 150+90 ;300 trigger1 = var(0) = 3 value = 50,92 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Root,var(3) != 7 triggerall = Root,var(3) != 10 triggerall = Time = 150+90 ;300 trigger1 = var(0) = 3 ID = 19000 anim = 19032 bindtime = -1 removetime = 90 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Root,var(3) != 7 triggerall = Time = IfElse(Root,var(3) != 10, 150+90+90, 150+90) ;390, 150) trigger1 = var(0) = 3 value = 0 ;------------------------------------------------------------------------------ ;VS Reimu [State 191, 1] type = ChangeAnim triggerall = IsHelper(53) || IsHelper(35) trigger1 = P2Name = "Reimu_Hakurei" trigger2 = P2Name = "HAKUREI" trigger3 = P2Name = "Toki Hakurei" trigger4 = P2Name = "hakureimu" trigger5 = P2Name = "Yami_miko" trigger6 = P2Name = "Reimu_Scarlet" trigger7 = P2Name = "Tamiflu Miko" trigger8 = P2Name = "ccreimu" || P2Name = "AbaReimu" || P2Name = "siteittene" || P2Name = "tank-reimu" trigger9 = P2Name = "D4 Reimu" trigger10 = P2Name = "M-Reimu" trigger11 = P2Name = "H-Reimu" || P2Name = "ONI-MIKO-REIMU" || P2Name = "STG0235" trigger12 = P2Name = "Reimu" trigger13 = P2Name = "th01 Reimu" value = IfElse(IsHelper(53), 5300, 2001) [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, IfElse(IsHelper(53), 0, 120), 0) trigger1 = P2Name = "Reimu_Hakurei" trigger2 = P2Name = "HAKUREI" trigger3 = P2Name = "Toki Hakurei" trigger4 = P2Name = "hakureimu" trigger5 = P2Name = "Yami_miko" trigger6 = P2Name = "Reimu_Scarlet" trigger7 = P2Name = "Tamiflu Miko" trigger8 = P2Name = "ccreimu" || P2Name = "AbaReimu" || P2Name = "siteittene" || P2Name = "tank-reimu" trigger9 = P2Name = "D4 Reimu" trigger10 = P2Name = "M-Reimu" trigger11 = P2Name = "H-Reimu" || P2Name = "ONI-MIKO-REIMU" || P2Name = "STG0235" trigger12 = P2Name = "Reimu" trigger13 = P2Name = "th01 Reimu" value = 50,IfElse(IsHelper(53), 79, 80) volume = 255 channel = 0 lowpriority = -1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, IfElse(IsHelper(53), 0, 120), 0) trigger1 = P2Name = "Reimu_Hakurei" trigger2 = P2Name = "HAKUREI" trigger3 = P2Name = "Toki Hakurei" trigger4 = P2Name = "hakureimu" trigger5 = P2Name = "Yami_miko" trigger6 = P2Name = "Reimu_Scarlet" trigger7 = P2Name = "Tamiflu Miko" trigger8 = P2Name = "ccreimu" || P2Name = "AbaReimu" || P2Name = "siteittene" || P2Name = "tank-reimu" trigger9 = P2Name = "D4 Reimu" trigger10 = P2Name = "M-Reimu" trigger11 = P2Name = "H-Reimu" || P2Name = "ONI-MIKO-REIMU" || P2Name = "STG0235" trigger12 = P2Name = "Reimu" trigger13 = P2Name = "th01 Reimu" ID = 19000 anim = IfElse(IsHelper(53), 19010, 19011) bindtime = -1 removetime = IfElse(IsHelper(53), 110, 220) sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, 340, 220) trigger1 = P2Name = "Reimu_Hakurei" trigger2 = P2Name = "HAKUREI" trigger3 = P2Name = "Toki Hakurei" trigger4 = P2Name = "hakureimu" trigger5 = P2Name = "Yami_miko" trigger6 = P2Name = "Reimu_Scarlet" trigger7 = P2Name = "Tamiflu Miko" trigger8 = P2Name = "ccreimu" || P2Name = "AbaReimu" || P2Name = "siteittene" || P2Name = "tank-reimu" trigger9 = P2Name = "D4 Reimu" trigger10 = P2Name = "M-Reimu" trigger11 = P2Name = "H-Reimu" || P2Name = "ONI-MIKO-REIMU" || P2Name = "STG0235" trigger12 = P2Name = "Reimu" trigger13 = P2Name = "th01 Reimu" value = 0 ;------------------------------------------------------------------------------ ;VS Marisa [State 191, 1] type = ChangeAnim triggerall = IsHelper(53) || IsHelper(35) trigger1 = P2Name = "Marisa Kirisame" trigger2 = P2Name = "Kirisame-Marisa" trigger3 = P2Name = "Marisa_K" trigger4 = P2Name = "MegaMari" trigger5 = P2Name = "Street Fighter Marisa" trigger6 = P2Name = "Marisa_S" trigger7 = P2Name = "yukkuri" || P2Name = "yuyuyukkuriri" || P2Name = "STGmarisa" trigger8 = P2Name = "marisa" ;trigger9 = P2Name = "yukkurisiteittene!" value = IfElse(IsHelper(53), 1, 6150) [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, IfElse(IsHelper(53), 120, 0), 0) trigger1 = P2Name = "Marisa Kirisame" trigger2 = P2Name = "Kirisame-Marisa" trigger3 = P2Name = "Marisa_K" trigger4 = P2Name = "MegaMari" trigger5 = P2Name = "Street Fighter Marisa" trigger6 = P2Name = "Marisa_S" trigger7 = P2Name = "yukkuri" || P2Name = "yuyuyukkuriri" || P2Name = "STGmarisa" trigger8 = P2Name = "marisa" ;trigger9 = P2Name = "yukkurisiteittene!" value = 50,IfElse(IsHelper(53), 82, 81) volume = 255 channel = 0 lowpriority = -1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, IfElse(IsHelper(53), 120, 0), 0) trigger1 = P2Name = "Marisa Kirisame" trigger2 = P2Name = "Kirisame-Marisa" trigger3 = P2Name = "Marisa_K" trigger4 = P2Name = "MegaMari" trigger5 = P2Name = "Street Fighter Marisa" trigger6 = P2Name = "Marisa_S" trigger7 = P2Name = "yukkuri" || P2Name = "yuyuyukkuriri" || P2Name = "STGmarisa" trigger8 = P2Name = "marisa" ;trigger9 = P2Name = "yukkurisiteittene!" ID = 19000 anim = IfElse(IsHelper(53), 19016, 19015) bindtime = -1 removetime = IfElse(IsHelper(53), 220, 110) sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, 340, 220) trigger1 = P2Name = "Marisa Kirisame" trigger2 = P2Name = "Kirisame-Marisa" trigger3 = P2Name = "Marisa_K" trigger4 = P2Name = "MegaMari" trigger5 = P2Name = "Street Fighter Marisa" trigger6 = P2Name = "Marisa_S" trigger7 = P2Name = "yukkuri" || P2Name = "yuyuyukkuriri" || P2Name = "STGmarisa" trigger8 = P2Name = "marisa" ;trigger9 = P2Name = "yukkurisiteittene!" value = 0 ;------------------------------------------------------------------------------ ;VS R-kunagi [State 191, 1] type = ChangeAnim triggerall = IsHelper(53) || IsHelper(35) trigger1 = P2Name = "R-kunagi" value = IfElse(Ishelper(53), 180, 1532) [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) || IsHelper(35) triggerall = P2Name = "R-kunagi" trigger1 = Time = 0 value = 50,IfElse(IsHelper(53), 77, 78) volume = 255 channel = 0 lowpriority = -1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) || IsHelper(35) triggerall = P2Name = "R-kunagi" trigger1 = Time = 0 ID = 19000 anim = 19000 bindtime = -1 removetime = 80 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = P2Name = "R-kunagi" trigger1 = Time = 100 value = 0 ;------------------------------------------------------------------------------ ;VS Dio [State 191, 1] type = ChangeAnim triggerall = IsHelper(53) || IsHelper(35) trigger1 = P2Name = "dio" trigger2 = P2Name = "final dio" trigger3 = P2Name = "shadow dio" value = IfElse(Ishelper(53), 1, 2001) [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = 0 trigger1 = P2Name = "dio" trigger2 = P2Name = "final dio" trigger3 = P2Name = "shadow dio" value = 50,IfElse(IsHelper(53), 93, 94) volume = 255 channel = 0 lowpriority = -1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = 0 trigger1 = P2Name = "dio" trigger2 = P2Name = "final dio" trigger3 = P2Name = "shadow dio" ID = 19000 anim = 19040 bindtime = -1 removetime = 80 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = 100 trigger1 = P2Name = "dio" trigger2 = P2Name = "final dio" trigger3 = P2Name = "shadow dio" value = 0 ;------------------------------------------------------------------------------ ;VS アサギ [State 191, 1] type = ChangeAnim triggerall = IsHelper(53) || IsHelper(35) triggerall = (Enemy,StateNo != [192,193]) triggerall = (Enemy,PrevStateNo != [192,193]) trigger1 = P2Name = "Asagiri_Asagi" value = IfElse(IsHelper(53), 5300, 6150) ;アサギさんが反応しない!? [State 191, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = Time = 0 triggerall = (Enemy,StateNo != [192,193]) triggerall = (Enemy,PrevStateNo != [192,193]) trigger1 = P2Name = "Asagiri_Asagi" value = 50,95 volume = 255 channel = 0 lowpriority = -1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(35) triggerall = Time = 0 triggerall = (Enemy,StateNo != [192,193]) triggerall = (Enemy,PrevStateNo != [192,193]) trigger1 = P2Name = "Asagiri_Asagi" ID = 19000 anim = 19050 bindtime = -1 removetime = 150 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;バカな我々は主役のはずだ! [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Time = IfElse(Root,var(3) != 10, 150, 0) triggerall = (Enemy,StateNo != [192,193]) triggerall = (Enemy,PrevStateNo != [192,193]) trigger1 = P2Name = "Asagiri_Asagi" value = 50,96 volume = 255 channel = 0 lowpriority = -1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Time = IfElse(Root,var(3) != 10, 150, 0) triggerall = (Enemy,StateNo != [192,193]) triggerall = (Enemy,PrevStateNo != [192,193]) trigger1 = P2Name = "Asagiri_Asagi" ID = 19000 anim = 19051 bindtime = -1 removetime = 200 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, 150+200, IfElse(IsHelper(35), 150, 200)) triggerall = (Enemy,StateNo != [192,193]) triggerall = (Enemy,PrevStateNo != [192,193]) trigger1 = P2Name = "Asagiri_Asagi" value = 0 ;------------------------------------------------------------------------------ ;VS シャンホイさん [State 191, 1] type = ChangeAnim triggerall = IsHelper(53) || IsHelper(35) trigger1 = P2Name = "ShangHoi_san" value = IfElse(IsHelper(53), 1, 2001) ;くろいけどGじゃないよ! [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Time = 0 trigger1 = P2Name = "ShangHoi_san" value = 50,103 volume = 255 channel = 0 lowpriority = -1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Time = 0 trigger1 = P2Name = "ShangHoi_san" ID = 19000 anim = 19060 bindtime = -1 removetime = 110 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;あかいけどGじゃないよ! [State 191, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, 110, 0) trigger1 = P2Name = "ShangHoi_san" value = 50,104 volume = 255 channel = 0 lowpriority = -1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, 110, 0) trigger1 = P2Name = "ShangHoi_san" ID = 19000 anim = 19061 bindtime = -1 removetime = 110 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing ;……あかい? [State 191, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = Root,var(3) != 10 triggerall = Time = 110+110+70 trigger1 = P2Name = "ShangHoi_san" value = 50,105 volume = 255 channel = 0 lowpriority = -1 freqmul = 1 loop = 0 [State 191, Explod] type = Explod triggerall = IsHelper(53) triggerall = Root,var(3) != 10 triggerall = Time = 110+110+60 trigger1 = P2Name = "ShangHoi_san" ID = 19000 anim = 19062 bindtime = -1 removetime = 60 sprpriority = 4 pos = 10,-30*Root,fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 removeongethit = 1 scale = 0.5*Root,fvar(0),0.5*Root,fvar(0) facing = Facing [State 191, R] type = ChangeState triggerall = IsHelper(53) || IsHelper(35) triggerall = Time = IfElse(Root,var(3) != 10, 110+110+120, 110) trigger1 = P2Name = "ShangHoi_san" value = 0 ;============================================================================== ;------------------------------------------------------------------------------ ; HITG_SHAKE ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5000] type = S movetype= H physics = N velset = 0,0 ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype) [State 5000, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5000, 3.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5000, 3.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5000, 3.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5000, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5000, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim ;------------------------------------------------------------------------------ [State 5000, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet trigger1 = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a ;------------------------------------------------------------------------------ [State 5000, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 5001 ;HITG_SLIDE [State 5000, 7] type = ChangeState trigger1 = HitShakeOver value = 5030 ;------------------------------------------------------------------------------ [State 5000, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5000, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5000, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;============================================================================== ;------------------------------------------------------------------------------ ; HITG_SLIDE ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5001] type = S movetype= H physics = S ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5001, 1] type = HitVelSet trigger1 = Time = 0 x = 1 ;------------------------------------------------------------------------------ [State 5001, 2] type = ChangeAnim trigger1 = AnimTime = 0 value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5001, 2.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5001, 2.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5001, 2.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5001, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5001, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .6 [State 5001, 4] type = VelSet trigger1 = HitOver x = 0 ;------------------------------------------------------------------------------ [State 5001, 5] type = DefenceMulSet trigger1 = HitOver value = 1 ;------------------------------------------------------------------------------ [State 5001, 6] type = ChangeState trigger1 = HitOver value = 0 ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; HITC_SHAKE ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5010] type = C movetype= H physics = N velset = 0,0 ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5010, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = 5020 + GetHitVar(animtype) [State 5010, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5010, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5010, 3.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5010, 3.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5010, 3.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5010, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5010, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim ;------------------------------------------------------------------------------ [State 5010, 5] ;State type gets set to aerial if getting hit up type = StateTypeSet triggerall = Time = 0 trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall) trigger2 = Pos Y != 0 statetype = a ;------------------------------------------------------------------------------ [State 5010, 6] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 && !GetHitVar(fall) value = 5011 ;HITC_SLIDE [State 5010, 7] type = ChangeState trigger1 = HitShakeOver value = 5030 ;------------------------------------------------------------------------------ [State 5010, FFB Light] type = ForceFeedback trigger1 = anim = 5020 persistent = 0 time = 6 waveform = square [State 5010, FFB Medium] type = ForceFeedback trigger1 = anim = 5021 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5010, FFB Hard] type = ForceFeedback trigger1 = anim = 5022 persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;============================================================================== ;------------------------------------------------------------------------------ ; HITC_SLIDE ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5011] type = C movetype= H physics = C ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5011, 1] type = HitVelSet trigger1 = Time = 0 x = 1 ;------------------------------------------------------------------------------ [State 5011, 2] type = ChangeAnim trigger1 = AnimTime = 0 value = 5025 + GetHitVar(animtype) ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5011, 2.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5011, 2.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5011, 2.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5011, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5011, 3] ;Stop sliding back type = VelMul trigger1 = Time >= GetHitVar(slidetime) x = .6 [State 5011, 4] type = VelSet trigger1 = HitOver x = 0 ;------------------------------------------------------------------------------ [State 5011, 5] type = DefenceMulSet trigger1 = HitOver value = 1 ;------------------------------------------------------------------------------ [State 5011, 6] type = ChangeState trigger1 = HitOver value = IfElse(IsHelper(53), 11, 0) ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; HITA_SHAKE ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5020] type = A movetype= H physics = N velset = 0,0 ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype) [State 5020, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 [State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5020, 3.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5020, 3.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5020, 3.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5020, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5020, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim ;------------------------------------------------------------------------------ [State 5020, 5] type = ChangeState trigger1 = HitShakeOver value = 5030 ;------------------------------------------------------------------------------ [State 5020, FFB Light] type = ForceFeedback trigger1 = anim = 5000 trigger2 = anim = 5010 persistent = 0 time = 6 waveform = square [State 5020, FFB Medium] type = ForceFeedback trigger1 = anim = 5001 trigger2 = anim = 5011 persistent = 0 time = 8 waveform = sinesquare ampl = 110,-1,-.3 [State 5020, FFB Hard] type = ForceFeedback trigger1 = anim = 5012 trigger2 = anim = 5002 trigger3 = anim = 5030 trigger4 = anim = [5051,5059] persistent = 0 time = 15 waveform = sinesquare ampl = 140 ;============================================================================== ;------------------------------------------------------------------------------ ; HITA_SHAKE(Throw) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5025] type = A movetype= H physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ignorehitpause = 1 ;------------------------------------------------------------------------------ [State 5025, 1] ;Anim for HIT_LIGHT to HIT_HARD type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) != [3,5] value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype) ignorehitpause = 1 [State 5025, 2] ;Anim for HIT_BACK type = ChangeAnim trigger1 = Time = 0 trigger1 = GetHitVar(animtype) = [3,5] value = 5030 ignorehitpause = 1 [State 5025, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists) type = ChangeAnim trigger1 = Time = 0 trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype))) value = 5047 + GetHitVar(animtype) ;5051 - 4 + type ignorehitpause = 1 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5025, 3.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5025, 3.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5025, 3.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5025, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ignorehitpause = 1 ;------------------------------------------------------------------------------ [State 5025, 4] ;Freeze anim type = ChangeAnim trigger1 = Time > 0 value = anim ignorehitpause = 1 ;------------------------------------------------------------------------------ ;埋没防止 [State 5025, 6] type = PosSet trigger1 = Pos Y > 0 y = 0 ignorehitpause = 1 ;初期座標代入 [State 5025, 5] type = VarSet trigger1 = Time = 0 var(0) = IfElse(Pos Y <= 0, Pos Y, 0) ignorehitpause = 1 ;解除判断用VelSet [State 5025, 5] type = VelSet trigger1 = var(0) <= 0 y = -1 ignorehitpause = 1 ;解除時 HitVel X [State 5025, 6] type = HitVelSet triggerall = var(0) <= 0 trigger1 = Pos Y-var(0) = -1;var(0) != Pos Y x = 1 ;y = 0 ignorehitpause = 1 [State 5025, 5] type = null;VarSet triggerall = var(0) <= 0 trigger1 = var(0) != Pos Y sysvar(0) = Pos Y ignorehitpause = 1 [State 5025, 5] type = VarSet triggerall = Time > 1 triggerall = Pos Y < 0 trigger1 = var(0) <= 0 var(0) = IfElse((Pos Y-var(0) = [-2,-1]), Time, Pos Y) ignorehitpause = 1 [State 5025, 5] type = null;VarSet trigger1 = var(0) <= 0 var(0) = IfElse(var(0) != Pos Y, Time, Pos Y) ignorehitpause = 1 ;------------------------------------------------------------------------------ [State 5025, 5] type = VarSet trigger1 = var(0) > 0 trigger1 = Time-var(0) = 1 sysvar(0) = Pos Y ignorehitpause = 1 [State 5025, 5] type = VarSet triggerall = var(0) > 0 triggerall = Time-var(0) = 2 trigger1 = Floor(Pos Y-sysvar(0)) != [-7,-6] var(0) = Pos Y ignorehitpause = 1 [State 5025, 5] type = VelSet trigger1 = var(0) > 0 trigger1 = Time-var(0) = 1 y = -6 ignorehitpause = 1 ;ぽよん [State 5025, 5] type = PlaySnd triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(0) > 0 trigger1 = Time-var(0) = 2 value = 10, 1 volume = -20 lowpriority = 0 freqmul = IfElse(!IsHelper(33) && ((!IsHelper(35) && !IsHelper(34)) || var(11) <= 0), 1, 2) loop = 0 ignorehitpause = 1 [State 5025, 6] type = VelAdd;Gravity trigger1 = var(0) > 0 trigger1 = Time-var(0) >= 2 ;trigger1 = Time-var(0) > 0 y = .44;GetHitVar(yaccel) ignorehitpause = 1 [State 5025, 5] type = null;VarSet trigger1 = var(0) > 0 trigger1 = Time-var(0) > 1 trigger1 = Pos Y != sysvar(0)-(1*(Time-var(0))) var(0) = Pos Y ignorehitpause = 1 ;------------------------------------------------------------------------------ [State 5025, 8.1] type = ChangeAnim triggerall = var(0) > 0 triggerall = Time-var(0) >= 2 triggerall = fvar(5)/2 < Time-var(0) || (Vel Y > 0 && Pos Y >= 0) trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim trigger2 = Anim != 6090 ;Not if hit off ground anim value = 5050 ignorehitpause = 1 [State 5025, 8.2] type = ChangeAnim triggerall = var(0) > 0 triggerall = Time-var(0) >= 2 triggerall = fvar(5)/2 < Time-var(0) || (Vel Y > 0 && Pos Y >= 0) trigger1 = anim = [5050,5059] trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5025, 3.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5025, 3.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5025, 3.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5025, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ignorehitpause = 1 ;------------------------------------------------------------------------------ [State 5025, 8.3] type = ChangeState triggerall = IsHelper(53) triggerall = var(0) > 0 triggerall = fvar(5) != 0 triggerall = Time-var(0) >= 2 triggerall = fvar(5)/2 < Time-var(0) triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*Root,fvar(3)) < LifeMax/2 triggerall = Root,var(47) != 6 || fvar(11) <= 0 triggerall = CanRecover trigger1 = Command = "recovery" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5200 ;HITFALL_RECOVER [State 5025, 8.4] type = ChangeState triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(0) > 0 triggerall = fvar(5) != 0 triggerall = Time-var(0) >= 2 triggerall = fvar(5)/2 < Time-var(0) triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*IfElse(!IsHelper(33) && var(11) <= 0, Root,fvar(3), 3/fvar(1))) < LifeMax/2 triggerall = CanRecover trigger1 = Command = "recovery_r" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5200 ;HITFALL_RECOVER [State 5025, 8.5] type = ChangeState triggerall = IsHelper(53) triggerall = var(0) > 0 triggerall = fvar(5) != 0 triggerall = Time-var(0) >= 2 triggerall = fvar(5)/2 < Time-var(0) triggerall = Vel Y > -1 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*Root,fvar(3)) < LifeMax/2 triggerall = Root,var(47) != 6 || fvar(11) <= 0 triggerall = CanRecover trigger1 = Command = "recovery" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5210 ;HITFALL_AIRRECOVER [State 5025, 8.6] type = ChangeState triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(0) > 0 triggerall = fvar(5) != 0 triggerall = Time-var(0) >= 2 triggerall = fvar(5)/2 < Time-var(0) triggerall = Vel Y > -1 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*IfElse(!IsHelper(33) && var(11) <= 0, Root,fvar(3), 3/fvar(1))) < LifeMax/2 triggerall = CanRecover trigger1 = Command = "recovery_r" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5210 ;HITFALL_AIRRECOVER [State 5025, 8.7] type = ChangeState triggerall = var(0) > 0 triggerall = Time-var(0) >= 2 trigger1 = Vel Y >= 0 trigger1 = Pos Y >= 0 value = 5100 ;HIT_BOUNCE ;============================================================================== ;------------------------------------------------------------------------------ ; HITA_UP (initial going up) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5030] type = A movetype= H physics = N ctrl = 0 ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5030, 1] type = VelAdd;Gravity trigger1 = 1 y = GetHitVar(yaccel) [State 5030, 2] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 ;------------------------------------------------------------------------------ [State 5030, 3] type = ChangeState triggerall = !HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 0 ;. value = 5040 ;HITA_RECOV [State 5030, 4] type = ChangeState triggerall = HitFall trigger1 = HitOver trigger2 = Vel Y > 0 ;Hit ground trigger2 = Pos Y >= 0 ;. value = 5050 ;HITA_FALL [State 5030, 5] type = ChangeState trigger1 = AnimTime = 0 value = 5035 ;HITA_UP (transition) ;============================================================================== ;------------------------------------------------------------------------------ ; HITA_UP_T (transition) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5035] type = A movetype= H physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5035, 1] type = VarSet trigger1 = Time = 0 var(0) = 0 [State 5035, 1] type = ChangeAnim trigger1 = Time = 0 trigger1 = SelfAnimExist(5035) trigger1 = Anim != [5051,5059] ;Not if in hit up anim trigger1 = Anim != 5090 ;Not if hit off ground anim trigger1 = Anim != 6090 ;Not if hit off ground anim value = 5035 [State 5035, 1] type = VarSet trigger1 = Time = 0 trigger1 = Anim = 5035 var(0) = 1 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5035, 1.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5035, 1.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5035, 1.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5035, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5035, 2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) ;------------------------------------------------------------------------------ [State 5035, 3] type = ChangeState triggerall = !HitFall trigger1 = HitOver ;Hit is over trigger2 = Time > 4 ;AnimTime = 0 ;Animation over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 0 ;. trigger4 = Time = 0 ;No transition anim trigger4 = var(0) = 0 ;Anim != 5035 ;. value = 5040 ;HITA_RECOV [State 5035, 4] type = SelfState triggerall = HitFall trigger1 = HitOver ;Hit is over trigger2 = Time > 4 ;AnimTime = 0 ;Anim is over trigger3 = Vel Y > 0 ;Hit ground trigger3 = Pos Y >= 0 ;. trigger4 = Time = 0 ;No transition anim trigger4 = var(0) = 0 ;Anim != 5035 ;. value = 5050 ;HITA_FALL ;============================================================================== ;------------------------------------------------------------------------------ ; HITA_RECOV (recovering in air, not falling) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5040] type = A movetype= H physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5040, 1] type = ChangeState triggerall = IsHelper(53) trigger1 = var(6) = 2 trigger2 = fvar(4)+(fvar(5)*Root,fvar(3)) >= LifeMax/2 value = 5050 [State 5040, 1] type = ChangeState triggerall = IsHelper(35) trigger1 = var(6) = 2 trigger2 = fvar(4)+(fvar(5)*IfElse(var(11) <= 0, Root,fvar(3), 3/fvar(1))) >= LifeMax/2 value = 5050 ;------------------------------------------------------------------------------ [State 5040, 2] type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim != 5040 trigger2 = Time = 0 trigger2 = Anim != 5035 value = 5040 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5040, 2.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5040, 2.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5040, 2.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5040, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5040, 3] type = CtrlSet triggerall = IsHelper(53) trigger1 = HitOver value = 1 [State 5040, 4] type = StateTypeSet trigger1 = HitOver movetype = I ;------------------------------------------------------------------------------ [State 5040, 5] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5040, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = IfElse(IsHelper(53), 52, 59) ;JUMPLAND ;============================================================================== ;------------------------------------------------------------------------------ ; HITA_FALL (knocked up, falling) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5050] type = A movetype= H physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim trigger2 = Anim != 6090 ;Not if hit off ground anim value = 5050 [State 5050, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [5050,5059] trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5050, 2.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5050, 2.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5050, 2.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5050, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5050, 3] ;Gravity type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) ;------------------------------------------------------------------------------ [State 5050, 4] ;Recover near ground type = ChangeState triggerall = IsHelper(53) triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*Root,fvar(3)) < LifeMax/2 triggerall = Root,var(47) != 6 || fvar(11) <= 0 triggerall = CanRecover trigger1 = Command = "recovery" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5200 ;HITFALL_RECOVER [State 5050, 4] ;Recover near ground type = ChangeState triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*IfElse(!IsHelper(33) && var(11) <= 0, Root,fvar(3), 3/fvar(1))) < LifeMax/2 triggerall = CanRecover trigger1 = Command = "recovery_r" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5200 ;HITFALL_RECOVER [State 5050, 5]; Recover in mid air type = ChangeState triggerall = IsHelper(53) triggerall = Vel Y > -1 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*Root,fvar(3)) < LifeMax/2 triggerall = Root,var(47) != 6 || fvar(11) <= 0 triggerall = CanRecover trigger1 = Command = "recovery" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5210 ;HITFALL_AIRRECOVER [State 5050, 5]; Recover in mid air type = ChangeState triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Vel Y > -1 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*IfElse(!IsHelper(33) && var(11) <= 0, Root,fvar(3), 3/fvar(1))) < LifeMax/2 triggerall = CanRecover trigger1 = Command = "recovery_r" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5210 ;HITFALL_AIRRECOVER [State 5050, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;HIT_BOUNCE ;============================================================================== ;------------------------------------------------------------------------------ ; HITA_FALL (knocked up, falling) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5051] type = A movetype= H physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5050, 1] ;Change anim when done with transition type = ChangeAnim trigger1 = AnimTime = 0 trigger1 = Anim = 5035 trigger2 = Time = 0 ;If no transition anim trigger2 = Anim != 5035 trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069]) trigger2 = Anim != 5090 ;Not if hit off ground anim trigger2 = Anim != 6090 ;Not if hit off ground anim value = 5050 [State 5050, 2] ;Coming down anim type = ChangeAnim trigger1 = anim = [5050,5059] trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2) trigger1 = SelfAnimExist(anim+10) value = anim+10 persistent = 0 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5050, 2.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5050, 2.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5050, 2.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5050, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5050, 3] ;Gravity type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) ;------------------------------------------------------------------------------ [State 5050, 4] ;Recover near ground type = ChangeState triggerall = IsHelper(53) triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*Root,fvar(3)) < LifeMax/2 triggerall = Root,var(47) != 6 || fvar(11) <= 0 triggerall = CanRecover trigger1 = Command = "recovery" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5200 ;HITFALL_RECOVER [State 5050, 4] ;Recover near ground type = ChangeState triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Vel Y > 0 triggerall = Pos Y >= -20 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*IfElse(!IsHelper(33) && var(11) <= 0, Root,fvar(3), 3/fvar(1))) < LifeMax/2 triggerall = CanRecover trigger1 = Command = "recovery_r" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5200 ;HITFALL_RECOVER [State 5050, 5]; Recover in mid air type = ChangeState triggerall = IsHelper(53) triggerall = Vel Y > -1 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*Root,fvar(3)) < LifeMax/2 triggerall = Root,var(47) != 6 || fvar(11) <= 0 triggerall = CanRecover trigger1 = Command = "recovery" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5210 ;HITFALL_AIRRECOVER [State 5050, 5]; Recover in mid air type = ChangeState triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Vel Y > -1 triggerall = var(6) != 2 triggerall = fvar(4)+(fvar(5)*IfElse(!IsHelper(33) && var(11) <= 0, Root,fvar(3), 3/fvar(1))) < LifeMax/2 triggerall = CanRecover trigger1 = Command = "recovery_r" trigger2 = var(59) = 1 trigger2 = Random < 200*Root,var(58) value = 5210 ;HITFALL_AIRRECOVER [State 5050, 6] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5100 ;HIT_BOUNCE ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_TRIP (shaking) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5070] type = A movetype= H physics = N velset = 0,0 ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5070, 1] type = ChangeAnim trigger1 = 1 value = 5070 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5070, 1.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5070, 1.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5070, 1.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5070, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5070, 2] type = ChangeState trigger1 = HitShakeOver value = 5071 ;------------------------------------------------------------------------------ [State 5070, 3] type = ForceFeedback trigger1 = time = 0 time = 12 waveform = sinesquare ampl = 140 ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_TRIP2 (fall through air) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5071] type = A movetype= H physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5071, 1] type = HitVelSet trigger1 = Time = 0 x = 1 y = 1 [State 5071, 2] ;Acceleration type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) ;------------------------------------------------------------------------------ [State 5071, 3] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 type = ChangeState value = 5110 ;============================================================================== ;------------------------------------------------------------------------------ ; HITL_SHAKE ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5080] type = L movetype= H physics = N velset = 0,0 ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5080, 1] ;Set default anim type = VarSet trigger1 = time = 0 sysvar(2) = ifelse (GetHitVar(yvel) = 0, 5080, 5090) [State 5080, 2] type = VarAdd trigger1 = time = 0 trigger1 = (anim = [5081,5089]) || (anim = [5111,5119]) trigger1 = SelfAnimExist(sysvar(2) + (anim % 10)) sysvar(2) = anim % 10 [State 5080, 3] ;If 5090 doesn't exist, default to 5030 type = VarSet trigger1 = time = 0 trigger1 = sysvar(2) = 5090 trigger1 = !SelfAnimExist(5090) sysvar(2) = 5030 [State 5080, 3] ;Freeze type = ChangeAnim trigger1 = 1 value = sysvar(2) ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5080, 3.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5080, 3.5];ReimuDamage Down type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5100,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6100, 6010) ignorehitpause = 1 [State 5080, 3.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 triggerall = Anim != 5090 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5080, 3.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 triggerall = Anim != 5090 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 [State 5080, 3.5];ReimuDamage5090 type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = 5090 value = IfElse(!Ishelper(33) && var(11) <= 0, 6090, 6010) ignorehitpause = 1 [State 5080, 3.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = 5090 value = IfElse(!Ishelper(33) && var(11) <= 0, 6091, 6010) ignorehitpause = 1 [State 5080, 3.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = 5090 value = IfElse(!Ishelper(33) && var(11) <= 0, 6092, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim = [5000,5090] value = 20905 [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim = [5100,5170] value = 20906 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5080, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5080, 4] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) = 0 value = 5081 ;HITL_SLIDE [State 5080, 5] type = ChangeState trigger1 = HitShakeOver trigger1 = GetHitVar(yvel) != 0 value = 5030 ;HITA_UP ;============================================================================== ;------------------------------------------------------------------------------ ; HITL_SLIDE ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5081] type = L movetype= H physics = C ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5081, 1] type = HitVelSet trigger1 = Time = 0 x = 1 [State 5081, 2] type = VelSet trigger1 = HitOver x = 0 ;------------------------------------------------------------------------------ [State 5081, 3] ;Don't show hit ground frame type = VarSet trigger1 = Time = 0 sysvar(0) = 1 ;------------------------------------------------------------------------------ [State 5081, 4] type = ChangeState trigger1 = HitOver value = 5110 ;HIT_LIEDOWN ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_BOUNCE (hit ground) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5100] type = L movetype= H physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 ;------------------------------------------------------------------------------ [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 ;------------------------------------------------------------------------------ [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) ;------------------------------------------------------------------------------ [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5100, 3.5];ReimuDamage Down type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5100,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6100, 6010) ignorehitpause = 1 [State 5100, 3.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5100, 3.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20906 value = 20906 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5100, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 ;------------------------------------------------------------------------------ [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 5110 ;HIT_LIEDOWN [State 5100, 8] type = GameMakeAnim trigger1 = Time = 1 value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) ;------------------------------------------------------------------------------ [State 5100, 11] type = PosFreeze trigger1 = 1 ;------------------------------------------------------------------------------ [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = 5101 ;------------------------------------------------------------------------------ [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_BOUNCE (bounce into air) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5101] type = L movetype= H physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger2 = !SelfAnimExist(5160 + (anim % 10)) value = 5160 [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5101, 2.5];ReimuDamage Down type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5100,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6100, 6010) ignorehitpause = 1 [State 5101, 2.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5101, 2.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20906 value = 20906 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5101, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5101, 3] type = HitFallVel trigger1 = Time = 0 [State 5101, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 ;------------------------------------------------------------------------------ [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 type = ChangeState value = 5110 ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_LIEDOWN ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5110] type = L movetype= H physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5110, EnvShake] type = FallEnvShake trigger1 = Time = 0 ;------------------------------------------------------------------------------ [State 5110, 1] ;For hit up/up-diag type (from state 5081) type = ChangeAnim persistent = 0 trigger1 = SelfAnimExist(5110 + (anim % 10)) trigger1 = anim = [5081,5089] value = 5110 + (anim % 10) [State 5110, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim != [5161,5169] trigger2 = !SelfAnimExist(5170 + (anim % 10)) value = 5170 [State 5110, 3] ;Hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim = [5161,5169] trigger1 = SelfAnimExist(5170 + (anim % 10)) value = 5170 + (anim % 10) ;------------------------------------------------------------------------------ [State 5110, 4] type = HitFallDamage trigger1 = Time = 0 ;------------------------------------------------------------------------------ [State 5110, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 5110, Var] ;Get fall velocity type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) ;------------------------------------------------------------------------------ [State 5110, 6] type = PlaySnd trigger1 = Time = 0 trigger1 = !SysVar(0) value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5110, 7] type = GameMakeAnim trigger1 = Time = 0 trigger1 = !SysVar(0) value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 ;------------------------------------------------------------------------------ [State 5110, 8] type = VelSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ [State 5110, 9] ;For hit up type type = ChangeAnim persistent = 0 triggerall = anim = [5171,5179] triggerall = SelfAnimExist(5110 + (anim % 10)) trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim value = 5110 + (anim % 10) [State 5110, 10] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != [5111,5119] trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5110 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5110, 11.5];ReimuDamage Down type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5100,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6100, 6010) ignorehitpause = 1 [State 5110, 11.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5110, 11.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20906 value = 20906 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5110, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5110, 11] ;If just died type = ChangeState trigger1 = !IsHelper trigger2 = IsHelper(5963) || IsHelper(5965) trigger2 = Time = 1 value = 5150 [State 5110, 11] ;If just died type = ChangeState triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(33) || IsHelper(9) triggerall = var(7) <= 0 triggerall = var(6) = 2 trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame trigger3 = Anim = [5110,5119] value = 5150 [State 5110, 11] ;If just died type = ChangeState triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(33) || IsHelper(9) triggerall = var(7) > 0 || var(6) != 2 trigger1 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5120 ;------------------------------------------------------------------------------ [State 5110, 12] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 5110, 12] type = VarSet triggerall = !SysVar(0) trigger1 = Time > 20 trigger2 = var(7) > 0 sysvar(0) = 1 ;------------------------------------------------------------------------------ [State 5110, 13] ;Friction type = VelMul trigger1 = 1 x = 0.85 ;------------------------------------------------------------------------------ type = ForceFeedback trigger1 = var(6) != 2 trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 5110, 15] type = ForceFeedback trigger1 = var(6) = 2 trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_GETUP ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5120] type = L movetype= I physics = N ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) trigger1 = IsHelper ;------------------------------------------------------------------------------ [State 5120, 1a] ;Get up anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5111,5119] trigger2 = !SelfAnimExist(5120 + (anim % 10)) value = 5120 [State 5120, 1b] ;Get up anim (for hit up/diag-up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5111,5119] trigger1 = SelfAnimExist(5120 + (anim % 10)) value = 5120 + (anim % 10) ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5120, 1.5];ReimuDamage Down type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5100,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6100, 6010) ignorehitpause = 1 [State 5120, 1.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5120, 1.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5170] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20906 value = 20906 ;------------------------------------------------------------------------------ ;ダンボールAnim [State 5120, Anim-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5964 trigger2 = IsHelper(5965) trigger2 = Anim != 5966 value = IfElse(IsHelper(5963), 5964, 5966) ;------------------------------------------------------------------------------ [State 5120, 2] type = VelSet trigger1 = Time = 0 x = 0 ;------------------------------------------------------------------------------ [State 5120, 3] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;------------------------------------------------------------------------------ [State 5120, 4] type = HitFallSet trigger1 = AnimTime = 0 value = 1 ;------------------------------------------------------------------------------ [State 5120, 5] ;Can't be thrown right after getting up type = NotHitBy trigger1 = AnimTime = 0 value = , NT,ST,HT time = 12 [State 5120, 6] ;Can't be hit right after getting up (short time) type = NotHitBy trigger1 = AnimTime = 0 value2 = SCA time = 3 ;------------------------------------------------------------------------------ [State 5120, 7] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_LIEDEAD ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5150] type = L movetype= H physics = N ctrl = 0 sprpriority = -3 ;------------------------------------------------------------------------------ ;Helper化け対策 [State a] type = RemoveExplod triggerall = !IsHelper(53) && !IsHelper(35) && !IsHelper(34) && !IsHelper(33) && !IsHelper(5963) && !IsHelper(5965) && !IsHelper(9) && !IsHelper(11000) && !IsHelper(11001) trigger1 = IsHelper [State a] type = DestroySelf triggerall = !IsHelper(53) && !IsHelper(35) triggerall = !IsHelper(5963) && !IsHelper(5965) triggerall = !IsHelper(11000) && !IsHelper(11001) triggerall = !IsHelper(20000) trigger1 = !IsHelper(34) && !IsHelper(33) && !IsHelper(9) trigger1 = IsHelper trigger2 = IsHelper(34) || IsHelper(33) || (IsHelper(9) && Root,var(44) != 9) trigger2 = Time = 30 trigger3 = IsHelper(5963) || IsHelper(5965) trigger3 = var(6) = 2 trigger3 = Time = 30 ;------------------------------------------------------------------------------ ;八百長 [State 5150, Yaotyou] type = AssertSpecial triggerall = Name = "yukkurisiteittene!" triggerall = !IsHelper triggerall = RoundState = 3 trigger1 = Helper(53),var(7) > 0 trigger2 = Helper(35),var(7) > 0 trigger3 = Helper(34),var(7) > 0 flag = roundnotover ;------------------------------------------------------------------------------ ;影消し&透過(一撃&10P) [State 5150, AssertSpecial] type = AssertSpecial triggerall = !IsHelper(20000) trigger1 = PrevStateNo = 50000 trigger2 = Name != "yukkurisiteittene!" flag = NoShadow flag2 = Invisible ;------------------------------------------------------------------------------ ;無敵 [State 5150, NotHitBy] type = NotHitBy trigger1 = !IsHelper trigger2 = Name = "yukkurisiteittene!" trigger2 = IsHelper(53) || IsHelper(34) || IsHelper(33) || IsHelper(9) trigger3 = Name = "yukkurisiteittene!" trigger3 = IsHelper(35) trigger3 = Root,var(48) = 8 trigger4 = IsHelper(5963) || IsHelper(5965) trigger4 = var(6) = 2 value = SCA ;time = 1 ;------------------------------------------------------------------------------ ;れいむ・ダンボール非ダウン判定 [State 5150, StateType = C] type = StateTypeSet triggerall = Name = "yukkurisiteittene!" trigger1 = IsHelper(35) trigger2 = IsHelper(5963) || IsHelper(5965) statetype = C ;------------------------------------------------------------------------------ ;ダメージ測定用MoveType=I [State 5150, MoveType = I] type = StateTypeSet triggerall = Name = "yukkurisiteittene!" triggerall = !IsHelper(20000) trigger1 = Time = 0 movetype = I ;MoveType=Hに戻す [State 5150, MoveType = H] type = StateTypeSet triggerall = Name = "yukkurisiteittene!" triggerall = !IsHelper(20000) trigger1 = Time > 2 movetype = H ;------------------------------------------------------------------------------ [State 5150, 1] ;Normal anim type = ChangeAnim triggerall = Name != "yukkurisiteittene!" triggerall = Time = 0 triggerall = SelfAnimExist(5140) trigger1 = (anim != [5111,5119]) && (anim != [5171,5179]) trigger2 = !SelfAnimExist(5140 + (anim % 10)) value = 5140 [State 5150, 3] ;Hit up type anim type = ChangeAnim triggerall = Name != "yukkurisiteittene!" trigger1 = Time = 0 trigger1 = (anim = [5111,5119]) || (anim = [5171,5179]) trigger1 = SelfAnimExist(5140 + (anim % 10)) value = 5140 + (anim % 10) [State 5150, 4] ;Match over anim type = ChangeAnim persistent = 0 ;trigger1 = Time = 0 triggerall = Name != "yukkurisiteittene!" trigger1 = MatchOver = 1 trigger1 = Anim = [5140,5149] trigger1 = SelfAnimExist(anim+10) value = anim+10 [State 5150, 5] ;Switch to 5110 if liedead anim does not exist type = ChangeAnim triggerall = Name != "yukkurisiteittene!" trigger1 = Time = 0 trigger1 = Anim != [5140,5159] trigger1 = Anim != [5110,5119] value = 5110 ;------------------------------------------------------------------------------ ;本体Anim [State 5150, 5.5];HonTai Damage Dead type = ChangeAnim triggerall = Name = "yukkurisiteittene!" triggerall = !IsHelper || IsHelper(11001) trigger1 = Anim != 9000 value = 9000 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;黒大福Anim [State 5150, 5.5];MarisaDamage Dead type = ChangeAnim triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(53) triggerall = (Root,var(3) != [9,10]) || Root,var(45) = 0 || Root,var(47) != 8 trigger1 = Anim != 5150 value = 5150 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5150, 5.5];ReimuDamage Dead type = ChangeAnim triggerall = Name = "yukkurisiteittene!" triggerall = (IsHelper(35) && (fvar(4) >= LifeMax/2 || Root,var(48) != 8)) || IsHelper(34) || IsHelper(33) trigger1 = Anim != IfElse(!Ishelper(33) && var(11) <= 0, 6150, 6010) value = IfElse(!Ishelper(33) && var(11) <= 0, 6150, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != IfElse(Root,var(36) = 0 || Root,var(37) != 8 || (Root,var(3) != [9,10]), 20905, 20910) value = IfElse(Root,var(36) = 0 || Root,var(37) != 8 || (Root,var(3) != [9,10]), 20905, 20910) ;------------------------------------------------------------------------------ ;ダンボールAnim [State 0, 1-DanBo-Ru] type = ChangeAnim trigger1 = IsHelper(5963) trigger1 = Anim != 5963 trigger2 = IsHelper(5965) trigger2 = Anim != 5965 value = IfElse(IsHelper(5963), 5963, 5965) ;------------------------------------------------------------------------------ [State 5150, 6] ;Friction type = VelMul trigger1 = !IsHelper(20000) x = 0.85 [State 5150, 7] ;Friction type = VelSet triggerall = !IsHelper(20000) trigger1 = Vel x < .05 persistent = 0 x = 0 ;------------------------------------------------------------------------------ [State 5150, 8] ;Recove type = AssertSpecial triggerall = Name = "yukkurisiteittene!" triggerall = !IsHelper triggerall = RoundState = 2 trigger1 = var(44) != 9 trigger1 = var(3) != 10 || var(44) = 1 trigger1 = var(47) != 8 trigger1 = Helper(53),var(6) != 2 || Helper(53),fvar(4) < LifeMax/2 || Helper(53),var(7) > 0 trigger2 = var(3) = 10 && var(44) = 0 trigger2 = var(48) != 8 trigger2 = Helper(35),var(7) > 0 trigger3 = var(44) = 9 trigger3 = Helper(9),var(7) > 0 flag = noko [State 5150, 8] ;Recove type = LifeSet triggerall = Name = "yukkurisiteittene!" triggerall = !IsHelper triggerall = RoundState = 2 trigger1 = var(44) != 9 trigger1 = var(3) != 10 || var(44) = 1 trigger1 = var(47) != 8 trigger1 = Helper(53),var(6) != 2 || Helper(53),fvar(4) < LifeMax/2 || Helper(53),var(7) > 0 trigger2 = var(3) = 10 && var(44) = 0 trigger2 = var(48) != 8 trigger2 = Helper(35),var(7) > 0 trigger3 = var(44) = 9 trigger3 = Helper(9),var(7) > 0 value = LifeMax [State 5150, 8] ;Recove type = ChangeState triggerall = Name = "yukkurisiteittene!" triggerall = !IsHelper triggerall = RoundState = 2 trigger1 = var(44) != 9 trigger1 = var(3) != 10 || var(44) = 1 trigger1 = var(47) != 8 trigger1 = Helper(53),var(6) != 2 || Helper(53),fvar(4) < LifeMax/2 || Helper(53),var(7) > 0 trigger2 = var(3) = 10 && var(44) = 0 trigger2 = var(48) != 8 trigger2 = Helper(35),var(7) > 0 trigger3 = var(44) = 9 trigger3 = Helper(9),var(7) > 0 value = 9000 [State 5150, 8] ;Recove type = VarSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(53) || IsHelper(35) || IsHelper(34) || IsHelper(9) triggerall = RoundState <= 2 trigger1 = var(7) > 0 var(6) = 1 [State 5150, 8] ;Recove type = ChangeState triggerall = Name = "yukkurisiteittene!" triggerall = var(6) != 2 trigger1 = IsHelper(53) trigger1 = Root,var(47) != 8 trigger2 = IsHelper(35) trigger2 = Root,var(48) != 8 trigger3 = IsHelper(34) trigger4 = IsHelper(33) trigger5 = IsHelper(9) trigger5 = Root,var(37) != 8 value = 0 ;------------------------------------------------------------------------------ ;ひゅ〜どろ [State 5150, Yu-Reimu Snd] type = PlaySnd triggerall = IsHelper(34) trigger1 = Time = 1 value = 20,4 volume = 255 lowpriority = 0 freqmul = 1 loop = 0 ;------------------------------------------------------------------------------ ;ゆうれいむ [State 3571, Suka] type = null;Explod triggerall = IsHelper(34) triggerall = NumHelper(34)+NumHelper(30) >= 3+IfElse(var(13) >= 0, var(13), 0) trigger1 = Time = 1 anim = 3581 ID = 3581 pos = 0,-40*fvar(0) postype = p1 bindtime = 1 vel = 0,0 random = 0,0 supermovetime = 0 pausemovetime = 0 scale = fvar(0),fvar(0) sprpriority = 1 facing = Facing ownpal = 1 [State 5150, Yu-Reimu] type = Helper triggerall = IsHelper(34) ;triggerall = NumHelper(34)+NumHelper(30) < 3+IfElse(var(13) >= 0, var(13), 0) trigger1 = Time = 1 helpertype = player name = "YuuReimu" ID = 30 pos = 0,-40*fvar(0) postype = p1 stateno = 140 ownpal = 1 ;------------------------------------------------------------------------------ ;Lose判定 [State 5150, LoseSet] type = VarSet triggerall = Name = "yukkurisiteittene!" trigger1 = !IsHelper fvar(38) = IfElse(Helper(11000),var(4) < 3600, 0.5, 5150) ;------------------------------------------------------------------------------ ;固定 [State 5150, Kotei] type = ChangeState triggerall = Name != "yukkurisiteittene!" triggerall = IsHelper(11001) trigger1 = Time = 1 value = 5150 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;Story敗北(れいむ) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State ReimuStoryKO, RoundNotOver] type = AssertSpecial triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 triggerall = RoundState = 4 trigger1 = Time <= 1080 flag = roundnotover ;------------------------------------------------------------------------------ [State ReimuStoryKO, ChangeAnim] type = ChangeAnim triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 trigger1 = Time = 0 value = 3510 ;------------------------------------------------------------------------------ ;スキマ [state ReimuStoryKO, Explod] type = Explod triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 trigger1 = Time = 0 trigger1 = !numexplod(20280) anim = 20280 id = 20280 postype = p1 pos = -10*fvar(0),(-1*(Helper(35),Pos Y))-(15*fvar(0)) sprpriority = -3 removetime = -1 ownpal = 1 scale = fvar(0),fvar(0) facing = 1 pausemovetime = 9999 ;------------------------------------------------------------------------------ [State ReimuStoryKO, ChangeAnim] type = ChangeAnim triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 trigger1 = Time = 20 value = 2900 ;------------------------------------------------------------------------------ ;おのれ謀ったな [State ReimuStoryKO, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 triggerall = Anim = 2900 trigger1 = AnimElem = 2 value = 50,26 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 ;人の世に闇がある限り [State ReimuStoryKO, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 triggerall = Anim = 2900 trigger1 = AnimElem = 3 value = 50,27 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 ;せいぜいその時まで [State ReimuStoryKO, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 triggerall = Anim = 2900 trigger1 = AnimElem = 4 value = 50,28 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 ;ゆっくりしていってね! [State ReimuStoryKO, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 triggerall = Anim = 2900 trigger1 = AnimElem = 5 value = 50,29 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 ;------------------------------------------------------------------------------ ;吹き出し [State ReimuStoryKO, Explod] type = Explod triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 triggerall = Anim = 2900 trigger1 = AnimElem = 2 ID = 3015 anim = 3015 bindtime = -1 sprpriority = 4 pos = 20*fvar(0),-30*fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 scale = 0.5*fvar(0),0.5*fvar(0) facing = Facing ;------------------------------------------------------------------------------ ;スキマ2 [State ReimuStoryKO, RemoveExplod] type = RemoveExplod triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 trigger1 = Anim = 2900 trigger1 = AnimElem = 6 ID = 20280 [state ReimuStoryKO, Explod] type = Explod triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 trigger1 = Anim = 2900 trigger1 = AnimElem = 6 trigger1 = !NumExplod(20281) anim = 20281 id = 20281 postype = p1 pos = -10*fvar(0),-15*fvar(0) sprpriority = -3 ownpal = 1 facing = 1 pausemovetime = 9999 scale = fvar(0),fvar(0) ;------------------------------------------------------------------------------ ;ピチュン音 [State ReimuStoryKO, Snd] type = PlaySnd triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 trigger1 = Anim = 2900 trigger1 = AnimElem = 7 value = 11,1 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State ReimuStoryKO, Explod] type = Explod triggerall = IsHelper(35) triggerall = !NumHelper(5965) triggerall = Root,var(48) = 8 triggerall = fvar(4) < LifeMax/2 trigger1 = Anim = 2900 trigger1 = AnimElemTime(7) = 0 ID = 10050 anim = 10050 pos = 0,-2*fvar(0) postype = p1 ownpal = 1 bindtime = -1 scale = 0.5*fvar(0),0.5*fvar(0) sprpriority = 4 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;Story敗北(まりさ) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [State MarisaStoryKO, RoundNotOver] type = AssertSpecial triggerall = IsHelper(53) triggerall = !NumHelper(5963) triggerall = Root,var(47) = 8 triggerall = fvar(4) < LifeMax/2 triggerall = RoundState = 4 trigger1 = !NumHelper(222) flag = roundnotover ;------------------------------------------------------------------------------ ;うふふ [State MarisaStoryKO, Helper] type = Helper triggerall = IsHelper(53) triggerall = TeamSide = 1 triggerall = !NumHelper(5963) triggerall = Root,var(47) = 8 triggerall = fvar(4) < LifeMax/2 ;triggerall = RoundState = 4 trigger1 = !NumHelper(222) name = "Uhuhu" ID = 222 pos = 0,0 postype = right stateno = 222 keyctrl = 1 ownpal = 1 facing = -1 [State MarisaStoryKO, Helper] type = Helper triggerall = IsHelper(53) triggerall = TeamSide = 2 triggerall = !NumHelper(5963) triggerall = Root,var(47) = 8 triggerall = fvar(4) < LifeMax/2 ;triggerall = RoundState = 4 trigger1 = !NumHelper(222) name = "Uhuhu" ID = 222 pos = 0,0 postype = left stateno = 222 keyctrl = 1 ownpal = 1 facing = 1 ;------------------------------------------------------------------------------ ;Snd [State MarisaStoryKO, PlaySnd] type = PlaySnd triggerall = IsHelper(53) triggerall = !NumHelper(5963) triggerall = Root,var(47) = 8 triggerall = fvar(4) < LifeMax/2 ;triggerall = RoundState = 4 triggerall = NumHelper(222) ;triggerall = Helper(222),RootDist X < 200 trigger1 = Anim != 5300 value = 17,2 ;------------------------------------------------------------------------------ ;Anim [State MarisaStoryKO, Anim] type = ChangeAnim triggerall = IsHelper(53) triggerall = !NumHelper(5963) triggerall = Root,var(47) = 8 triggerall = fvar(4) < LifeMax/2 ;triggerall = RoundState = 4 triggerall = NumHelper(222) trigger1 = Anim != 5300 trigger2 = Helper(222),RootDist X >= 80 value = 5300 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;ぽよん [State MarisaStoryKO, Snd] type = PlaySnd triggerall = IsHelper(53) triggerall = !NumHelper(5963) triggerall = Root,var(47) = 8 triggerall = fvar(4) < LifeMax/2 ;triggerall = RoundState = 4 triggerall = Anim != 5300 trigger1 = Time >= 30 && TimeMod = 32,0 value = 10, 0 volume = -20 lowpriority = 0 freqmul = 1 loop = 0 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;ゆゆ様 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;Ctrl [State Yuyu, Ctrl] type = CtrlSet triggerall = Name = "yukkurisiteittene!" trigger1 = IsHelper(20000) value = 0 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;状態変化 [State Yuyu, VarAdd] type = VarSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = PrevStateNo = StateNo triggerall = var(0) = 0 trigger1 = Time = 0 var(0) = 1 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;通常Anim [State Yuyu, ChangeAnim 0] type = ChangeAnim triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = var(0) = 0 value = 20000 ignorehitpause = 1 [State Yuyu, RemoveExplod] type = RemoveExplod triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = var(0) != 1 ID = 20005 [State Yuyu, RemoveExplod] type = RemoveExplod triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = var(0) != 2 ID = 20006 ;------------------------------------------------------------------------------ ;む〜しゃむ〜しゃ [State Yuyu, ChangeAnim 1] type = ChangeAnim triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = var(0) = 1 value = 20001 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;しあわせ〜♪ [State Yuyu, ChangeAnim 2] type = ChangeAnim triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = var(0) = 2 value = 20002 ignorehitpause = 1 ;------------------------------------------------------------------------------ ;影消し [State Yuyu, AssertSpecial] type = AssertSpecial triggerall = Name = "yukkurisiteittene!" trigger1 = IsHelper(20000) flag = noshadow ;------------------------------------------------------------------------------ ;透過 [State Yuyu, Trans] type = Trans triggerall = Name = "yukkurisiteittene!" trigger1 = IsHelper(20000) trans = addalpha alpha = 150,100 ;------------------------------------------------------------------------------ ;すり抜け [State Yuyu, PlayerPush] type = PlayerPush ;triggerall = Name = "yukkurisiteittene!" trigger1 = 1;IsHelper(20000) value = 0 ;------------------------------------------------------------------------------ ;距離差算出 [State Yuyu, Dist 1] type = VarSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = P2Dist X > 0 && ParentDist X > 0 trigger1 = (P2Dist X) < (ParentDist X) trigger2 = P2Dist X < 0 && ParentDist X < 0 trigger2 = (P2Dist X*-1) < (ParentDist X*-1) trigger3 = P2Dist X < 0 && ParentDist X > 0 trigger3 = (P2Dist X*-1) < (ParentDist X) trigger4 = P2Dist X > 0 && ParentDist X < 0 trigger4 = (P2Dist X) < (ParentDist X*-1) var(9) = 0 [State Yuyu, Dist 2] type = VarSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = P2Dist X > 0 && ParentDist X > 0 trigger1 = (P2Dist X) > (ParentDist X) trigger2 = P2Dist X < 0 && ParentDist X < 0 trigger2 = (P2Dist X*-1) > (ParentDist X*-1) trigger3 = P2Dist X < 0 && ParentDist X > 0 trigger3 = (P2Dist X*-1) > (ParentDist X) trigger4 = P2Dist X > 0 && ParentDist X < 0 trigger4 = (P2Dist X) > (ParentDist X*-1) var(9) = 1 ;------------------------------------------------------------------------------ ;振り返り [State Yuyu, Turn] type = Turn triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 0 trigger1 = P2Dist X < 0 && var(9) = 0 trigger2 = RootDist X < 0 && var(9) = 1 ;------------------------------------------------------------------------------ ;追尾(相手) [State Yuyu, Vel] type = VelAdd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 0 trigger1 = P2Dist X > 0 && var(9) = 0 x = 0.01 [State Yuyu, Vel] type = VelAdd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 0 trigger1 = P2Dist X < 0 && var(9) = 0 x = -0.01 [State Yuyu, Vel] type = VelAdd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 0 trigger1 = P2Dist Y > 10 && var(9) = 0 y = 0.01 [State Yuyu, Vel] type = VelAdd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 0 trigger1 = P2Dist Y < 10 && var(9) = 0 y = -0.01 ;------------------------------------------------------------------------------ ;追尾(味方) [State Yuyu, Vel] type = VelAdd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 0 trigger1 = RootDist X > 0 && var(9) = 1 x = 0.01 [State Yuyu, Vel] type = VelAdd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 0 trigger1 = RootDist X < 0 && var(9) = 1 x = -0.01 [State Yuyu, Vel] type = VelAdd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 0 trigger1 = RootDist Y > 10 && var(9) = 1 y = 0.01 [State Yuyu, Vel] type = VelAdd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 0 trigger1 = RootDist Y < 10 && var(9) = 1 y = -0.01 ;------------------------------------------------------------------------------ ;停止 [State Yuyu, Vel] type = VelSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = var(0) != 0 x = 0 y = 0 ;------------------------------------------------------------------------------ ;グレイズ [State Yuyu, GrazeFront] type = VarSet trigger1 = 1 var(15) = EnemyNear,Const(Size.Ground.Front) ignorehitpause = 1 [State Yuyu, GrazeBack] type = VarSet trigger1 = 1 var(16) = EnemyNear,Const(Size.Ground.Back) ignorehitpause = 1 [State Yuyu, GrazeVarOFF] Type = VarSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) TriggerAll = NumEnemy > 0 Trigger1 = ((EnemyNear,StateNo) != [100,119]) || (P2Dist X != [-20*Root,fvar(0)-var(15), 20*Root,fvar(0)+var(16)]) || (P2Dist Y != [-20*Root,fvar(0), 20*Root,fvar(0)-(EnemyNear,Const(Size.Head.Pos.Y))]) Trigger1 = (((EnemyNear,StateNo) != [5210,5219]) || ((EnemyNear,Time) >= 10)) || (P2Dist X != [-20*Root,fvar(0)-var(15), 20*Root,fvar(0)+var(16)]) || (P2Dist Y != [-20*Root,fvar(0), 20*Root,fvar(0)-(EnemyNear,Const(Size.Head.Pos.Y))]) var(14) = 0 [State Yuyu, GrazeVarON] Type = VarSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) TriggerAll = NumEnemy > 0 Trigger1 = (EnemyNear,StateNo) = [100,119] Trigger1 = P2Dist X = [-20*Root,fvar(0)-var(15), 20*Root,fvar(0)+var(16)] Trigger1 = P2Dist Y = [-20*Root,fvar(0), 20*Root,fvar(0)-(EnemyNear,Const(Size.Head.Pos.Y))] Trigger2 = (((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 10)) Trigger2 = P2Dist X = [-20*Root,fvar(0)-var(15), 20*Root,fvar(0)+var(16)] Trigger2 = P2Dist Y = [-20*Root,fvar(0), 20*Root,fvar(0)-(EnemyNear,Const(Size.Head.Pos.Y))] var(14) = 1 [State Yuyu, GrazeSnd] type = PlaySnd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) TriggerAll = NumEnemy > 0 Trigger1 = (EnemyNear,StateNo) = [100,119] Trigger1 = P2Dist X = [-20*Root,fvar(0)-var(15), 20*Root,fvar(0)+var(16)] Trigger1 = P2Dist Y = [-20*Root,fvar(0), 20*Root,fvar(0)-(EnemyNear,Const(Size.Head.Pos.Y))] Trigger2 = (((EnemyNear,StateNo) = [5210,5219]) && ((EnemyNear,Time) < 10)) Trigger2 = P2Dist X = [-20*Root,fvar(0)-var(15), 20*Root,fvar(0)+var(16)] Trigger2 = P2Dist Y = [-20*Root,fvar(0), 20*Root,fvar(0)-(EnemyNear,Const(Size.Head.Pos.Y))] value = 20,6 volume = 255 lowpriority = -1 freqmul = 1 loop = 0 [State Yuyu, Graze MoveType = I] type = StateTypeSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = var(14) = 1 statetype = S movetype = I physics = N [State Yuyu, Graze MoveType = A] type = StateTypeSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = var(14) = 0 statetype = S movetype = A physics = N ;------------------------------------------------------------------------------ ;Hit [State Yuyu, HitDef] type = HitDef triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = RoundState = 2 triggerall = var(0) = 0 trigger1 = GameTime%2 = 0 attr = SCA,HA damage = 100*Root,fvar(1),100*Root,fvar(1) animtype = Medium hitflag = MAFDP affectteam = B pausetime = 0,0 hitsound = s10,1 guardsound = s10,1 sparkno = s3738 guard.sparkno = s3730 sparkxy = -10,10*fvar(0) ground.type = high guard.dist = 0 getpower = 0,0 givepwer = -100*Root,fvar(1),-100*Root,fvar(1) [State Yuyu, ReversalDef] type = ReversalDef triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = RoundState = 2 trigger1 = GameTime%2 = 1 reversal.attr = SCA,AA,AT,AP pausetime = 0,0 sparkno = s3738 guard.sparkno = s3730 sparkxy = -10,10 hitsound = s10,1 guard.dist = 0 getpower = 0,0 givepower = -100*Root,fvar(1),-100*Root,fvar(1) [State Yuyu, unguardable] type = AssertSpecial triggerall = Name = "yukkurisiteittene!" trigger1 = IsHelper(20000) flag = unguardable [State Yuyu, TargetState] type = TargetState triggerall = Name = "yukkurisiteittene!" trigger1 = IsHelper(20000) value = 50000 ;------------------------------------------------------------------------------ ;む〜しゃむ〜しゃSnd [State Yuyu, Snd] type = PlaySnd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = Root,var(56) = 1 triggerall = var(0) = 1 trigger1 = Time = 0 trigger2 = GameTime%60 = 0 value = 50,16 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State Yuyu, Explod] type = Explod triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 1 trigger1 = !NumExplod(20005) ID = 20005 anim = 20005 bindtime = -1 sprpriority = 4 pos = 0,-20*fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 trans = addalpha alpha = 150,100 scale = 0.5*fvar(0),0.5*fvar(0) facing = Facing ;------------------------------------------------------------------------------ ;む〜しゃむ〜しゃ移行 [State Yuyu, ChangeState] type = ChangeState triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = MoveHit trigger1 = Time >= 1 value = 5150 ;------------------------------------------------------------------------------ ;Proj食い [State Yuyu, Proj 1] type = HitOverride triggerall = Name = "yukkurisiteittene!" trigger1 = IsHelper(20000) stateno = 5150 attr = SCA,AP time = -1 [State Yuyu, Proj 2] type = HitBy triggerall = Name = "yukkurisiteittene!" trigger1 = IsHelper(20000) value = SCA,AP ;------------------------------------------------------------------------------ ;Target解除 [State Yuyu, TargetDrop] type = TargetDrop triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) trigger1 = Target,IsHelper trigger2 = Time = 120 ;------------------------------------------------------------------------------ ;しあわせ〜 [State Yuyu, VarSet] type = VarSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 1 trigger1 = Time = 120 var(0) = 2 ;------------------------------------------------------------------------------ ;しあわせ〜Snd [State Yuyu, Snd] type = PlaySnd triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 2 triggerall = Root,var(56) = 1 trigger1 = Time = 120 value = 50,17 volume = 255 channel = 0 lowpriority = 0 freqmul = 1 loop = 0 [State Yuyu, Explod] type = Explod triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 2 trigger1 = !NumExplod(20006) ID = 20006 anim = 20006 bindtime = -1 sprpriority = 4 pos = 0,-20*fvar(0) postype = p1 ownpal = 1 supermovetime = 0 pausemovetime = 0 trans = addalpha alpha = 150,100 scale = 0.5*fvar(0),0.5*fvar(0) facing = Facing ;------------------------------------------------------------------------------ ;復帰 [State Yuyu, R] type = VarSet triggerall = Name = "yukkurisiteittene!" triggerall = IsHelper(20000) triggerall = var(0) = 2 trigger1 = Time = 240 var(0) = 0 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;八百長 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5151] type = L movetype = H physics = N sprpriority = 0 velset = 0,0 anim = 5150 ctrl = 0 ;------------------------------------------------------------------------------ [State 5151, AssertSpecial] type = AssertSpecial triggerall = Name = "yukkurisiteittene!" trigger1 = RoundState = 3 flag = roundnotover ;------------------------------------------------------------------------------ [State 5151, ChangeState] type = ChangeState triggerall = Name = "yukkurisiteittene!" trigger1 = RoundState = 3 value = 5150 ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_FALLRECOVER (still falling) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5200] type = A movetype= H physics = N ;------------------------------------------------------------------------------ [State 5200, 1] ;Change anim if done with transition type = ChangeAnim trigger1 = Anim = 5035 trigger1 = AnimTime = 0 value = 5050 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5200, 1.5] ;Reimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) < 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6000, 6010) ignorehitpause = 1 [State 5200, 1.5] ;MukuReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = Root,fvar(37) >= 500 && var(6) != 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6001, 6010) ignorehitpause = 1 [State 5200, 1.5] ;YaraReimu Damage type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) triggerall = var(6) = 2 trigger1 = Anim = [5000,5089] value = IfElse(!Ishelper(33) && var(11) <= 0, 6002, 6010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ [State 5200, 2] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) ;------------------------------------------------------------------------------ [State 5200, 3] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = 5201 ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_FALLRECOVER (on the ground) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5201] type = A movetype= H physics = N anim = 5200 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5201, 0-Reimu] type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) trigger1 = Anim != IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) value = IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ [State 5201, 1] ;Turn if not facing opponent type = Turn trigger1 = Time = 0 trigger1 = p2dist X < -5 ;------------------------------------------------------------------------------ [State 5201, 2] type = VelSet trigger1 = Time = 0 x = -.15 y = -3.5 [State 5201, 2.5] type = VelAdd trigger1 = 1 y = GetHitVar(yaccel) [State 5201, 3] type = PosSet trigger1 = Time = 0 y = 0 ;------------------------------------------------------------------------------ [State 5201, 4] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;------------------------------------------------------------------------------ [State 5201, 5] ;Blink white type = PalFX trigger1 = Time = 0 time = 3 add = 128,128,128 ;256,256,256 ;------------------------------------------------------------------------------ [State 5201, 6] type = GameMakeAnim trigger1 = Time = 1 value = 60 pos = 0, 0 under = 1 ;------------------------------------------------------------------------------ [State 5201, 7] type = SelfState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = IfElse(IsHelper(53), 52, 59) ;JUMP_LAND ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; HIT_AIRFALLRECOVER ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5210] type = A movetype= I physics = N anim = 5210 ctrl = 0 ;------------------------------------------------------------------------------ ;紅白饅頭Anim [State 5210, 0-Reimu] type = ChangeAnim triggerall = IsHelper(35) || IsHelper(34) || IsHelper(33) trigger1 = Anim != IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) value = IfElse(!Ishelper(33) && var(11) <= 0, 1000, 1010) ignorehitpause = 1 ;------------------------------------------------------------------------------ ;HAnim [State a, Anim-Cirno] type = ChangeAnim triggerall = IsHelper(9) trigger1 = Anim != 20905 value = 20905 ;------------------------------------------------------------------------------ [State 5210, 0] type = PlaySnd trigger1 = Time = 0 value = s0,31 ;------------------------------------------------------------------------------ [State 5210, 1] ;Blink white type = PalFX trigger1 = Time = 0 time = 3 add = 128,128,128 ;256,256,256 ;------------------------------------------------------------------------------ [State 5210, 1] type = PosFreeze trigger1 = Time = 0 value = 4 ;------------------------------------------------------------------------------ [State 5210, 2] ;Turn if not facing opponent type = Turn trigger1 = Time = 0 trigger1 = p2dist X < -20 ;------------------------------------------------------------------------------ [State 5210, 1] type = VelMul trigger1 = Time = 4 x = .8 y = .8 [State 5210, 1] type = VelAdd trigger1 = Time = 4 y = -4.5 [State 5210, 1] type = VelMul trigger1 = Time = 4 trigger1 = Vel Y > 0 y = .5 [State 5210, 1] type = VelAdd trigger1 = Time = 4 trigger1 = Vel Y > -3 y = -2 [State 5210, 1] type = VelAdd trigger1 = Time = 4 trigger1 = Vel Y > -2 y = -1 ;------------------------------------------------------------------------------ [State 5210, 2] ;Go up type = VelSet triggerall = var(59) != 1 trigger1 = Time = 4 trigger1 = Command = "holdup" y = -6 ;------------------------------------------------------------------------------ [State 5210, 2] ;Go down type = VelSet triggerall = var(59) != 1 trigger1 = Time = 4 trigger1 = Command = "holddown" y = 6 [State 5210, 2 AI] ;Go down type = VelSet triggerall = var(59) = 1 triggerall = Time = 4 triggerall = InGuardDist trigger1 = Random < (Root,var(58)+Root,fVar(38))*50 y = 6 ;------------------------------------------------------------------------------ [State 5210, 2] ;Go fwd type = VelSet triggerall = var(59) != 1 trigger1 = Time = 4 trigger1 = Command = "holdfwd" x = 4.5 y = -3.8 [State 5210, 2 AI] ;Go fwd type = VelSet triggerall = var(59) = 1 triggerall = Time = 4 triggerall = FrontEdgeBodyDist > 200 triggerall = Facing != EnemyNear,Facing triggerall = P2BodyDist X = [-30,30] trigger1 = BackEdgeBodyDist < 50 trigger2 = Helper(35),StateNo = 35061 trigger2 = !var(9) trigger2 = (Helper(35),ParentDist X/fVar(0) != [-100,100]) x = 4.5 y = -3.8 ;------------------------------------------------------------------------------ [State 5210, 2] ;Go back type = VelSet triggerall = var(59) != 1 trigger1 = Time = 4 trigger1 = Command = "holdback" x = -4.5 y = -3.8 [State 5210, 2 AI] ;Go back type = VelSet triggerall = var(59) = 1 triggerall = Time = 4 triggerall = Facing = Helper(35),Facing || (Helper(35),P2BodyDist X/fVar(0) != [0,30]) || (EnemyNear,MoveType != H && (EnemyNear,StateType != L || EnemyNear,StateNo = 5120) && Facing != EnemyNear,Facing) triggerall = BackEdgeBodyDist >= 30 triggerall = Facing != EnemyNear,Facing trigger1 = Random < (Root,var(58)+Root,fvar(38))*50 trigger1 = Root,fvar(37) > 100 && Helper(35),StateNo != 35061 trigger2 = P2BodyDist X < 80 && (Helper(35),StateNo != 35061 || Var(9) = 1 || FrontEdgeBodyDist <= 200) trigger3 = Facing = Helper(35),Facing && Helper(35),ParentDist X/fVar(0) > -10 x = -4.5 y = -3.8 ;------------------------------------------------------------------------------ [State 5210, 3] type = NotHitBy trigger1 = Time = 0 value = SCA time = 15 ;------------------------------------------------------------------------------ [State 5210, 4] type = CtrlSet triggerall = IsHelper(53) triggerall = Command != "holdfwd" && Command != "holdback" trigger1 = Time = 20 value = 1 [State 5210, 4] type = CtrlSet triggerall = IsHelper(53) triggerall = Command = "holdfwd" || Command = "holdback" trigger1 = Time = 15 value = 1 ;------------------------------------------------------------------------------ [State 5210, 5] type = VelAdd;Gravity trigger1 = Time >= 4 y = .35 ;------------------------------------------------------------------------------ [State 5210, 5] ;Land on ground type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y >= 0 value = IfElse(IsHelper(53), 52, 59) ;JUMP_LAND ctrl = 1 ;============================================================================== ;------------------------------------------------------------------------------ ; Faint ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5300] type = C movetype= I physics = S ctrl = 0 velset = 0,0 ;------------------------------------------------------------------------------ ;KO [State 5300, KO] ;Are you dead? type = ChangeState trigger1 = var(6) = 2 value = 5150 ;------------------------------------------------------------------------------ ;むくれ・ぐるぐる分岐 [State 5300, VarSet] type = VarSet trigger1 = Time = 0 var(0) = IfElse(IsHelper(35) && Root,fvar(37) >= 500 && var(10) < 60, 0, 1) ;------------------------------------------------------------------------------ ;復帰 [State 5300, R] type = ChangeState triggerall = var(0) = 0 trigger1 = Root,fvar(37) <= 0 value = 0 ctrl = 0 [State 5300, Siawase~] type = ChangeState triggerall = var(0) = 0 trigger1 = Helper(1540),StateNo = 1541 value = 1532 [State 0, GuruGuruRemove] type = RemoveExplod trigger1 = var(10) <= 0 ID = 6302 [State 5300, R] type = ChangeState triggerall = var(0) = 1 trigger1 = var(10) <= 0 value = 0 ctrl = 0 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;むくれいむ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;Anim [State 5300, MukuReimuAnim] type = ChangeAnim trigger1 = var(0) = 0 value = 6300 ;------------------------------------------------------------------------------ ;ちび変数操作 [State 5300, TibiVarReSet] type = VarSet trigger1 = var(0) = 0 var(11) = 0 ;------------------------------------------------------------------------------ ;回復 [State 5300, Yaruki_R] type = ParentVarAdd triggerall = IsHelper(35) triggerall = Root,fvar(37) = [0,500] trigger1 = GameTime%1 = 0 fvar(37) = -2 ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;目が回れいむ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;Anim [State 5300, MegaMawaReimuAnim] type = ChangeAnim trigger1 = var(0) = 1 value = IfElse(var(11) <= 0 && !IsHelper(33), 6301, 6010) ;------------------------------------------------------------------------------ ;やる気 [State 5300, Yaruki] type = ParentVarAdd triggerall = IsHelper(35) trigger1 = var(0) = 1 trigger1 = Time = 0 fvar(37) = 20 ;------------------------------------------------------------------------------ ;ぐるぐる [State 5300, Explod] type = Explod triggerall = var(0) = 1 trigger1 = Time = 0 ID = 6302 anim = 6302 pos = 15*fvar(0),-26*fvar(0) postype = p1 bindtime = 9999 sprpriority = 3 removetime = -1 removeongethit = 1 ownpal = 1 ;------------------------------------------------------------------------------ ;回転 [State 5300, AngleSet] type = AngleSet triggerall = var(0) = 1 trigger1 = Timemod = 10,0 value = 0 [State 5300, AngleAdd] type = AngleAdd triggerall = var(0) = 1 trigger1 = Timemod = 10,0 value = -2 [State 5300, AngleDraw] type = AngleDraw triggerall = var(0) = 1 trigger1 = Timemod = 10,0 ;============================================================================== ;------------------------------------------------------------------------------ ; Continue? ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5500] type = S ctrl = 0 anim = 5300 velset = 0,0 ;------------------------------------------------------------------------------ [State 5500, 1] ;Use continue animation if available type = ChangeAnim trigger1 = time = 0 trigger1 = SelfAnimExist(5500) value = 5500 ;============================================================================== ;------------------------------------------------------------------------------ ; Initialize (at the start of the round) ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ [Statedef 5900] type = S ;------------------------------------------------------------------------------ ;本体無敵 [State 5900, NotHitBy] type = NotHitBy trigger1 = !IsHelper value = SCA ;------------------------------------------------------------------------------ [State 5900, 1] ;Clear all int variables type = VarRangeSet trigger1 = roundsexisted = 0 value = 0 [State 5900, 2] ;Clear all float variables type = VarRangeSet trigger1 = roundsexisted = 0 fvalue = 0 [State 5900, 3] ;Intro for round 1 type = ChangeState trigger1 = roundsexisted = 0 value = 190