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相手を掴んで上へ投げ上げる技 |
相手を掴んで上へ投げ上げる技
;//「Another YUKA」から引用・改変(Animを1200,1201,1202と揃えれば他でも使用可能に) ;1.Target系ステコンで相手を動かす。 ;2.相手用のステートではアニメの変更とNotHitByのみ。 ;-----------------------■投げ上げ [StateDef 1200] Type = S MoveType = A Physics = N velset = 0,0 anim = 1200 ctrl = 0 sprpriority = 3
;-------------■攻撃定義 [State 1200, hitdef] type = HitDef trigger1 = !Time Trigger1 =(P2StateNo!=[150,159])&&(P2StateNo!=[5000,5019]) Attr = S, ST ;投げ HitFlag = M- ; priority = 5, Miss ;■P1StateNoを指定する場合は必ずmissかdogeにすること AnimType = up ; sparkno = -1 ; p1sprpriority = 1 p1facing = 0 p2facing = 1 p1stateno = 1201 ;■自分が飛ぶところ p2stateno = 1205 ;■相手を飛ばすところ ID=1200 guard.dist = 0 fall = 1 ;■ fall.recover = 0 ;■相手を通常のくらい吹っ飛びへ飛ばすので設定。
[State 1200, end] type = ChangeState trigger1 = AnimTime = 0 value = 0 Ctrl = 1
;-----------------------■投げ上げ・掴み [Statedef 1201] Type = S MoveType = A Physics = N velset = 0,0 ctrl = 0 PowerAdd = 20 sprpriority = 5 Anim = 1201
[State 1201, Attackdist] type = AttackDist Trigger1 = 1 value = 0 Ignorehitpause = 1
;-------------■ターゲットが存在しない場合 [State 1201, error end] type = ChangeState trigger1 = !NumTarget(1200) && time value = 0 Ctrl = 1
;-------------■音声・必要なら [State 1202, snd] type = PlaySnd trigger1 = 0; AnimElem = 1 value = 0,0
;-------------■Target [State 1201, bind];■相手を拘束する type = TargetBind trigger1 = 1 ID=1200 pos = 30, 0
[State 1201, lifeadd];■相手のライフを減らす type = TargetLifeAdd trigger1 = !Time ID=1200 value = -15 Kill = 0 absolute = 0
[State 1201, targetstate];■相手のステートを変更する type = TargetState trigger1 = Time = 30 Value = 1206 ID = 1200
[State 1201] type = ChangeState trigger1 = Time = 30 value = 1202
;-----------------------■投げ上げ・投げ上げ [Statedef 1202] Type = S MoveType = A Physics = N velset = 0,0 ctrl = 0 sprpriority = 4 Anim = 1202
[State 840, Attackdist] type = AttackDist Trigger1 = 1 value = 0 Ignorehitpause = 1
;-------------■ターゲットが存在しない場合 [State 1202, error end] type = ChangeState trigger1 = !NumTarget(1200) && time trigger1 = AnimElem = 3, < 0 ;Elem=3より前=相手を投げ上げるより前 value = 0 Ctrl = 1
;-------------■音声・必要なら [State 1202, snd] type = PlaySnd trigger1 = 0; AnimElem = 2 value = 0,0
;-------------■Target系 [State 1202, bind];■相手を拘束する,Elem=3より前まで type = TargetBind trigger1 = AnimElem = 3,< 0 ID=1200 pos = 30, 0 - 8*(Time-2)*(Time>2) ;Time=4から上へ上昇
[State 1202, targetvelset];■相手を打ち上げる type = TargetVelset trigger1 = AnimElem = 3 y = -10
[State 1202, targetstate];■相手のステートをAnimElem=3時点で変更 type = TargetState trigger1 = AnimElem = 3 Value = 1207 ID = 1200
[State 1202, lifeadd];■相手のライフを変更時点で減らす type = TargetLifeAdd trigger1 = AnimElem = 3 ID=1200 value = -13 Kill = 1 absolute = 0
[State 1202, end] type = ChangeState trigger1 = AnimTime=0 value = 0 Ctrl = 1
;-----------------------■相手側:投げ上げ・つかまれ・待機1 [StateDef 1205] Type = A MoveType = H Physics = N sprpriority = 0 Ctrl = 0 velset = 0,0
[State 1205, nothitby] type = NotHitBy trigger1 = 1 value = SCA
[State 1205, anim] type = ChangeAnim trigger1 = 1 value = 5000
[State 844, error] type = SelfState trigger1 = !GetHitVar(IsBound) value = 5050 ;-----------------------■相手側:投げ上げ・つかまれ・待機2 [StateDef 1206] Type = A MoveType = H Physics = N sprpriority = 5
[State 1205, nothitby] type = NotHitBy trigger1 = 1 value = SCA
[State 1205, anim] type = ChangeAnim trigger1 = 1 value = 5010
[State 844, error] type = SelfState trigger1 = !GetHitVar(IsBound) value = 5050 ;-----------------------■相手側:投げ上げ・つかまれ・浮き上がり [StateDef 1207] Type = A MoveType = H Physics = N sprpriority = 5
[State 1205, nothitby] type = NotHitBy trigger1 = 1 value = SCA
[State 844, error] type = SelfState trigger1 = 1 value = 5035
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