神级技术进阶-小蛇的宝藏

原作者:小蛇天尊

声明:此宝藏内的教程非官方教程都是本人自己做的笔记,如有解释错误的地方请联系QQ1419690049

(作为转载者,我也是乱排的。不过我添加了一些注释,并且经过原作者同意修改了一些不正确的地方)

-----------------------------------------混线-----------------------------------


看看能不能被即死返 查找lifeset和lifeadd的漏洞


看看能不能被贯通炮、潘多拉杀手、ayuayu杀手即死


看看能不能被变数弄


看看有没有hitby或者hitdef的状态号,如果有hitby就让人物进入受击状态配合溢出伤害,如果有hitdef就让人物返


进自己本H的状态,然后配合当身类技术杀死敌人


--------------------------------------削死----------------------------------------


看看能不能被削死 查看-2下的lifeadd lifeset和noko条件


----------------------------------------其他击破方法---------------------------------------


人物死亡后会不会八百长,如果有就R3 R4 时止对面解除八百长


强制死宣即死


当身类技术配合OTHK即死


伪装击破


helper占有击破


欠损杀手让敌人召唤helper然后被混线类技术击破


超即死投+时止


亲变更变数弄即死


人物有没有死宣,如果有就逆满足对方死宣条件,让对面自杀再进行R3 R4下noko和锁血进行死宣防御击破敌人


其余击破方法请拆人物自行搜索


1,!time贯通


[Statedef -2]

[state ]

type=selfstate

trigger1=!ishelper

value=8888

ignorehitpause=1


[statedef 8888,专用对策]

type = S

movetype = A

physics = S

anim= 100045

ctrl=0

sprpriority = 10

movehitpersist = 1

hitdefpersist = 1


[State !time]

Type = ReversalDef

trigger1 = !target,ishelper

Reversal.Attr = SCA,AA,AP,AT

PauseTime = 0,0

SparkNo = -1

HitSound = -1

p2stateno = -1

numhits = 0

IgnoreHitPause = 1


[State ]

type = TargetState

trigger1 = !target,ishelper

value = 5150

ignorehitpause =1



[Statedef 5150]

type = U

movetype = U

physics = N

ctrl = 0

movehitpersist = 1

hitdefpersist = 1


[state ]

type=hitfalldamage

trigger1=!ishelper

ignorehitpause=1


[State ]

type = lifeset

trigger1 = !ishelper

value = 0

ignorehitpause = 1


注:这是魔女安吉丽娜的对策,如果神级人物结构出现问题可以用这种办法本体对策然后当身转5150

(转载者注:这也是泛用的神级技术,针对以!time为条件的脱离)

魔女:!time贯通用当身p2stateno写-1也可以完成,不一定要用飞行道具,魔女5150下有漏洞。。于是就。。。。。



!time贯通可以配合超即死投来使用

2,NOKO检测


[State ]

type = Null

trigger1=enemy,life=0

trigger1=enemy,alive=1

trigger1=var(0):=1

trigger2=enemy,life=0

trigger2=enemy,alive=0

trigger2=roundstate=2

trigger2=var(0):=1



检测对方生命为0但是alive不为0视为本体使用了noko,当对方life和alive都为0但是卡在了R2视为helper使用了noko

3,八百长检测


[State ]

type = Varadd

trigger1 = roundstate=4

v = 0

value = 1

ignorehitpause=1


[State ]

type = Varset

trigger1 = var(0)>1000

v = 1

value = 1

ignorehitpause=1




在R4的时候开始计时,检测超过一定时间就让某个开关打开

4,变数弄检测


[state ]

type=varset

trigger1 = var(0)!=0   ;var(0)这里举例为不使用的变量

sysfvar(1) = 1

ignorehitpause=1


[State ]   ;检测成功

type = LifeSet

trigger1=!ishelper

trigger1=sysfvar(1) = 1

value = 0

ignorehitpause =1




;检测自己某个不使用变量被修改成了0以外的数值使自己sys的变量开关开启等于1,然后检测自己本体这个开关等于1就检测成功(转载者注:只是简单的开关的话 也可以用explod或者proj来开启)


5,超即死检测


[State ]

type = Null

trigger1=life>0

trigger1=alive=0

trigger1=var(1):=1



当自身生命大于0但是alive=0的时候检测


6,脱离检测


[statedef X]

[State ]

type = Varset

trigger1 = numtarget>0

v = 0

value = 1

ignorehitpause=1


[State ]

type = Projectile

trigger1=X

projremovetime = 1

attr = SCA,AA,AT,AP

ProjID = 99999

projanim = 99999

priority = 7,Hit

damage=X

p2getp1state=0

p2stateno= X

projheightbound=-1000000,1000000

projedgebound=1000000

projstagebound=1000000

pausemovetime = 999999999999999

supermovetime = 999999999999999

ignorehitpause = 1


[State ]

type = varset

trigger1 = var(0)=1

trigger1 = enemy,stateno!=X

v = 1

value = 1

ignorehitpause=1



原理:检测自己在X状态下获取了一次目标让某个开关开启,检测到开关开启但是对方不在你的p2状态下时检测成功


7,血量检测


[State ]

type = VarSet

trigger1 = 1

v = 0

value = life

ignorehitpause=1


[State ]

type = VarSet

trigger1=gametime%30=0

v = 1

value = life

ignorehitpause=1


[State ]

type = VarSet

trigger1=1

v = 2

value = var(1)-var(0)

ignorehitpause=1


[State ]

type = Null

trigger1=var(2)>600

trigger1=var(4):=1


[State ]

type = LifeSet

trigger1=var(4)=1

value = lifemax

ignorehitpause=1


[State ]

type = AssertSpecial

trigger1=var(4)=1

flag = noko

ignorehitpause=1



原理:变量0记录着自己每一帧的生命,变量1每多少帧记录自己生命,变量2记录生命值的差,当这个差大于600的时候视为我受到了大于600点伤害,那就让变量4等于1执行锁血和noko


提示:这里测试人物总共生命值1000点,所以只能检测差是小于等于1000点,不然检测不到


8,援护最大值


占满56个helper之后,敌人的helper就召唤不出来,敌人身上用援护进行的神技术全部失效


[state ]

type=helper

trigger1=X

stateno=X

Id=X

helpertype=player

pos=0,0

postype=p1

pausemovetime=2147483647

supermovetime=2147483647

ignorehitpause=1


......写满56个


9,hitby反与movetype=H反(转载者注:可用于ayu杀手等)


[State ]

type = Parentvarset

triggerall = ishelper(X)   ;受击helper状态号

triggerall = playerIDexist(parent,ID)

triggerall = stateno != X   ;受击helper状态

triggerall = stateno != X   ;混线处理状态

triggerall = stateno != [5000,5150]  ;排除下落状态

triggerall = !root,var(X)  ;不等于这个变量时

trigger1 = sysfvar(0) != gametime   

trigger1 = gethitvar(damage)&&movetype=H   ;检测自身存在伤害且为受击状态

var(X) = stateno   ;记录helper自身的状态



原理:通过利用型探查的办法检测自己受击helper的状态,检测到敌人的大伤害受击状态之后可以通过proj返返送回去,


配合打击类技术杀死敌人


10,life伪装


[Statedef xxx]


[State ]

type = Changeanim

triggerall = ishelper

trigger1 = anim!= xxx&&!numTarget;超大攻击框

trigger2 = anim!= yyy&& numTarget;无框动画

value = ifelse(!numTarget,xxx,yyy)

ignorehitpause = 1


[State ]

type = Screenbound

trigger1 = ishelper

value = 0

ignorehitpause = 1


[State ]

type = Assertspecial

trigger1 = ishelper

flag = invisible

ignorehitpause = 1


[State ]

type = BindToroot

trigger1 = ishelper

pos = 0, 0

ignorehitpause = 1


[State ]

type = statetypeset

trigger1 = IsHelper

trigger1 =!numtarget||target,id != root,id

movetype = A

ignorehitpause = 1


[State 取得本体target]

type = hitdef

trigger1 = IsHelper

trigger1 =!numtarget||target,id != root,id

attr = ,NA

damage = 0,0

hitflag = MAFDP

priority = 7, Hit

pausetime = 0, 0

sparkno = -1

sparkxy = -10, -76

hitsound = -1

ground.velocity = 0

airguard.velocity = 0,0

air.velocity = 0,0

affectteam = F

ignorehitpause = 1


[State ]

type = statetypeset

trigger1 = IsHelper

trigger2 = numtarget&&target,id = root,id

movetype = I

ignorehitpause = 1


[State 永续维持target]

type = ReversalDef

trigger1 = IsHelper

trigger1 = numtarget&&target,id = root,id

reversal.attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT

ignorehitpause = 1


[State ]

type = TargetDrop

trigger1 = IsHelper

trigger1 = NumTarget > 1

keepone = 1

ignorehitpause=1


[State ]

type = TargetDrop

trigger1 = IsHelper

trigger1 = NumTarget = 1

trigger1 = target,id != root,id

keepone = 0

ignorehitpause=1



[State life伪装]

type = TargetLifeAdd

trigger1 = IsHelper

trigger1 = roundstate < 3

value = -root,lifemax

absolute = 1

ignorehitpause = 1


首先召唤一个上面的helper,对本体进行永续

[Statedef -2]


[State ]

type = LifeSet

trigger1 =!ishelper

value = ifelse(roundstate = 2,(!hitpausetime)+(var(39) >= 10),lifemax)

ignorehitpause = 1


[state ]

type = null

triggerall =!ishelper

trigger1 =!hitpausetime

trigger1 = var(39):= 0

trigger2 = hitpausetime

trigger2 = var(39):= var(39)+1

ignorehitpause = 1



第二种方法

[State ]

type = LifeSet

trigger1=ishelper

trigger1 =roundstate=2

value = 0

ignorehitpause =1

[State ]

type = LifeSet

trigger1=ishelper

trigger1 =roundstate=3

value = lifemax

ignorehitpause =1

[State ]

type = AssertSpecial

trigger1=ishelper

trigger1 =roundstate=2

flag = noko

ignorehitpause =1




某些人物的击破条件是对面life=0,所以生命归0配合noko就可以让对方被击破

如果对方的击破条件是我方alive<=0,那么可以使用强制死宣或者alive伪装成负数击破


10,mugen运行顺序


执行代码的顺序 -3  -2  -1   自定义状态


statedef框里写不能辨别的状态号会在0状态号执行 比如 [statedef @]


比较大的负数状态号可以通过隔离stateno弄进入 比如 [statedef -256]


11,noko


本体noko让life=0时alive=1且不进入R3


helper维持noko让life=0且alive=0时不进入R3


所以某些直死或超即死使alive=0的时候可以用helper noko来防御


最简单的helper维持Noko条件


[State ]

type = AssertSpecial

trigger1=enemy,alive!=0

trigger2=root,life=0||root,alive=0

flag = noko

ignorehitpause=1


12,地下送


[State ]

type = TargetVelSet

trigger1 =1

y = 999999999999999

ignorehitpause=1


当对方Y轴过大时会自动进入下落状态,配合下落即死技术杀死敌人,无视对方某些脱离


下落技术的参数必须是 fall=1 fall.recover=0  不然没用



13,速度伪装&&位置伪装


[State ]

type = VelSet

trigger1=!ishelper

x = 2

y = 2

ignorehitpause =1




[State ]

type = VelSet

trigger1=!ishelper

x = 0

y = 0

ignorehitpause =1


位置伪装

[State ]

type = Offset

trigger1=!ishelper

x = X

y = X   X为正数

ignorehitpause=1


伪装成正数或者伪装成0,配合即死或者削血类技术击破敌人

(转载者注:伪装系技术都是用来逆满足对面的条件的,如果对面不写相关的就没什么用)


14,强制死宣


[statedef -2]



[State ]  ;自杀

type = LifeSet

trigger1=!ishelper

trigger1=X             X为达到某种条件

value = 0

ignorehitpause =1


[State ] ;零回

type = LifeSet

trigger1=!ishelper

trigger1=roundstate=[3,4]

value = lifemax

ignorehitpause =1



[State ] ;苏生

type = SelfState

triggerall=!ishelper

trigger1=alive=0

value = X  ;苏生中转状态

ignorehitpause = 1




[statedef XX];永续状态


[State ]

type = ReversalDef

trigger1=!target,ishelper  ;确认是敌人本体被获取target

reversal.attr =SCA,AA,AT,AP


[State ]

type = TargetlifeAdd

trigger1 = roundstate=[3,4]  R3 R4下给予猛毒

value = -9999999999999999999999999999

ignorehitpause =1


[State ]

type = TargetState

trigger1 = roundstate=[3,4]  R3  R4下让敌人进超即死投状态

value = X

ignorehitpause =1


(转载者注:时止请配合人物结构添加)


[State ]

type = Pause

trigger1 = roundstate=[3,4]  R3  R4下让helper维持时止

time = 9999999999999999999

movetime = 9999999999999999999

ignorehitpause = 1


[State ]

type = Superpause

trigger1 = roundstate=[3,4]

anim = -1

time = 9999999999999999999

movetime = 9999999999999999999

darken = 0

p2defmul = 1

unhittable = 0

ignorehitpause = 1



[statedef X]  ;苏生中转状态

type = U

movetype = U

physics = N

ctrl = 0

movehitpersist = 1

hitdefpersist = 1


[state ]

type = changeanim

trigger1=!ishelper

value= X  ;巨大红框

ignorehitpause = 1


[State ]

type = Statetypeset

trigger1=!ishelper

statetype = C

movetype = A  维持攻击状态

physics = C

ignorehitpause = 1


[State ]

type = HitDef

trigger1=!ishelper

attr = ,AA

damage = 0

guardflag =

hitflag = MADFL

getpower = 0,0

givepower = 0,0

priority = 7, HIT

pausetime = 30

sparkno = -1

sparkxy = -9999, -9999

hitsound = -1

guardsound = -1

affectteam = f  ;攻击友军,也就是自己的受击helper

ignorehitpause=1


[State ]

type = Changestate

trigger1=hitpausetime>2

value = X      ;苏生刷值状态 

ignorehitpause = 1


[statedef X]  ;苏生刷值状态 

[state1]

type = Null

trigger1 =1

。。。

刷553个控制器


强制死宣:对方R3下有漏洞的话就可以用强制死宣的办法击破  


方法:用漏洞对应的办法  比如R3下的毒或者R2下的即死返或变数弄等等  主要看对方的击破条件是什么


具体操作:先自杀,自杀完毕后转入苏生中转维持锁血


然后本体攻击友方helper获得hitpausetime 最后转入苏生把alive刷成正数 


死宣防御方法:R3 R4下维持锁血和noko就可以了(转载者注:R3锁在防御状态号一样可以防御死宣)


15,亲变更




helperA召唤helperB,helperA就是helperB的亲,helperA注销之后helperC填充进来



那么helperC就是helperB的亲,当helperB通过512刷值法修改亲ID为helperC的PlayerID之后



就可以使用Parentvarset来修改helperC的变量


16,邪眼杀手


写完邪眼文件的时候需要排除状态,邪眼状态和自身cns里的状态不要重复,同时要把系统状态也要去除

(转载者注:在cns里的状态也写上邪眼杀手,这被称为本体邪眼杀手)


混线攻击helper状态下


[State ]  ;记录0-10000的状态

type = Varset

triggerall=numtarget

trigger1=target,stateno=[1,500]

trigger2=target,stateno=[501,1000]

trigger3=target,stateno=[1001,1500]

trigger4=target,stateno=[1501,2000]

trigger5=target,stateno=[2001,2500]

trigger6=target,stateno=[2501,3000]

trigger7=target,stateno=[3001,3500]

trigger8=target,stateno=[3501,4000]

trigger9=target,stateno=[4001,4500]

trigger10=target,stateno=[4501,5000]

trigger11=target,stateno=[5001,5500]

trigger12=target,stateno=[5501,6000]

trigger13=target,stateno=[6001,6500]

trigger14=target,stateno=[6501,7000]

trigger15=target,stateno=[7001,7500]

trigger16=target,stateno=[7501,8000]

trigger17=target,stateno=[8001,8500]

trigger18=target,stateno=[8501,9000]

trigger19=target,stateno=[9001,9500]

trigger20=target,stateno=[9501,10000]

sysvar(1)=target,stateno

ignorehitpause = 1


[State ]

type = Targetstate

trigger1 = target,ishelper

trigger1 = target,name != "X"   ;不等于自己的helper

value = IfElse(random%10,sysvar(1),X)   ;带入邪眼记录状态和混线处理状态

ignorehitpause = 1


永续下如果对方helper有hitdef且利用了邪眼式方法锁的话就可以夺取敌人的helper,然后带入邪眼状态,突破邪眼式脱离




永续状态下


[State ]

type = ReversalDef

trigger1=target,ishelper  ;让对方的攻击helper被我方永续到

reversal.attr =SCA,AA,AT,AP


[State ]

type = Varset   ;状态记录

triggerall=numtarget

trigger1=target,stateno=[1,500]

trigger2=target,stateno=[501,1000]

trigger3=target,stateno=[1001,1500]

trigger4=target,stateno=[1501,2000]

trigger5=target,stateno=[2001,2500]

trigger6=target,stateno=[2501,3000]

trigger7=target,stateno=[3001,3500]

trigger8=target,stateno=[3501,4000]

trigger9=target,stateno=[4001,4500]

trigger10=target,stateno=[4501,5000]

trigger11=target,stateno=[5001,5500]

trigger12=target,stateno=[5501,6000]

trigger13=target,stateno=[6001,6500]

trigger14=target,stateno=[6501,7000]

trigger15=target,stateno=[7001,7500]

trigger16=target,stateno=[7501,8000]

trigger17=target,stateno=[8001,8500]

trigger18=target,stateno=[8501,9000]

trigger19=target,stateno=[9001,9500]

trigger20=target,stateno=[9501,10000]

sysvar(1)=target,stateno

ignorehitpause = 1


[State ]

type = Targetstate

trigger1 = 1

value = sysvar(1)   ;带入邪眼状态

ignorehitpause = 1


原理:有些人物不容易被混线到,因为需要让人物召唤出未被锁定的helper才能被混线夺取,于是我们就可以通过混线或者永续让对方进入大量的状态号进行读取,如果对方人物本体或者helper被我们获取了target之后刚刚好进入了那个可以召唤helper但是helper没有锁定的状态就可以被我方给混线到

(转载者注:最开始邪眼杀手只是对stateno!=XXX为条件的脱离(邪眼式脱离)的一种逆满足对策)


邪眼BUG:MUGEN在读取数不清的状态号的时候会暂时省略这些状态号


好处:写了邪眼之后会更容易取得敌人的helper,特别是全领域邪眼


17,ayuayu杀手


(转载者注:这个上面有提到怎么探查,不懂可以回去看)


ayuayu杀手也叫亚由亚杀手


举例:A人物可以被混线夺取但是遇到大伤害有霸体作为保护所以不能被即死

      

      B人物混线夺取A人物的helper之后用proj bug把对方打进一个对方cns里不存在的空状态号,然后配合落下即死或超即死投杀死对面



原理:人物进入空状态号的时候霸体处理不了溢出伤害,所以被即死了


18,A封


A封就是AI封印



将本体和helper都锁在5150就可以让对方的AI判定失效,卡在0状态

(转载者注:同时也可以让p2系重定向无法检测到,这也经常用在正常向的ai对战中)


19,helper normal化



通过混线夺取对方helper之后让对方helper进入混线处理


混线处理下让对方的helper进行A状态刷值


A状态下刷6701个null确认地址然后赋值为0


[statedef X]  normal化刷值状态 

[state1]

type = Null

trigger1 =1

。。。

刷6701个控制器


声明:需要混线anim探查成功后才能使用normal化技术



原理:player型helper可以用作凶恶技术  normal型helper只能用作技能和演出 helpertype这个内存位置刷成0之后对方的player型helper就变成了normal型helper,这样对面的某些凶恶技术就失效了,从而破坏人物结构


20,本体state固


原理:让人物锁定之后不会进入对方的p2状态同时维持自身的技能动画


有两种固定办法,一种是进入技能锁技能状态,一种是常时锁定在一个自己设定的状态,比如锁120



如果要锁技能状态的话我们需要在-2下加入这个



[state ]

type = selfstate;

triggerall = !ishelper

trigger1 = anim = X   本体等于这个动画的时候

value = X        锁定在这个技能状态

ignorehitpause=1



然后在技能状态下要修改下属性



[Statedef X]

type = U

movetype = U    ;按这种格式修改属性

physics = N

movehitpersist = 1

hitdefpersist = 1


[State ]

type = Changeanim

trigger1 = anim != X  ;按这种格式,动画不等于这个动画时锁在这个动画

value = X

ignorehitpause = 1


如果你在这个statedef里面使用了time条件,那么你需要使用一个var记录时间代替time使用


[State ]

type = Varadd

trigger1 = 1

var(X) = 1     代替时间进行记录

ignorehitpause = 1


[State ]

type = Hitdef

trigger1=var(x)=x  记录的变量等于几帧触发

attr = SCA, AA, AT, AP

damage=X

priority = 7, hit

ignorehitpause = 1



在离开这个statedef前,需要把变量清0


[State]

type = Varset

trigger1 = AnimTime = 0

var(X) = 0     

ignorehitpause = 1


[State ]

type = ChangeState

trigger1 = AnimTime = 0

value = X    ;状态转出

ignorehitpause = 1




如果要常时锁在一个状态的话需要在-2下加入锁,比如锁120


[State ]

type = Selfstate

trigger1 = !ishelper

value = 120

ignorehitpause = 1


[Statedef 120]

type = U

movetype = U

physics = U

movehitpersist = 1

hitdefpersist = 1


[State ]

type = Null

trigger1 = 1

ignorehitpause = 1



然后每个自己会进入的cns状态都要按照上面的格式修改属性,拉p2的状态不用,需要一个个去仔细修改


21,装甲贯通炮&&潘多拉杀手


混线处理下


[State 贯通炮]

type = Projectile

trigger1 = Ishelper

trigger1 = Root,Alive

projanim = X  ;红框探查动画

projid = random

projremove = 0

projremovetime = 5

projscale = 1.0,1.0

velocity = 0,0

affectteam = b

postype = p1

numhits = 0

offset = 0,0

attr = C,HP

hitflag = MAFPDL

damage = 0

sparkno = -1

guard.sparkno = -1

p1stateno = 5110

ignorehitpause = 1

supermovetime = 9999999

pausemovetime = 9999999


[State 潘多拉杀手]

type = Projectile

trigger1 = Ishelper

trigger1 = Root,Alive

projanim = X  ;红框探查动画

projid = random

projremove = 0

projremovetime = 5

projscale = 1.0,1.0

velocity = 0,0

affectteam = b

postype = p1

numhits = 0

offset = 0,0

attr = C,HP

hitflag = MAFPDL

damage = 0

sparkno = -1

guard.sparkno = -1

p1stateno = 110

ignorehitpause = 1

supermovetime = 9999999

pausemovetime = 9999999


-2下


[State 落下即死]

type = Projectile

trigger1=!ishelper

projremovetime = 1

attr = SCA,AA,AT,AP

ProjID = random

projanim = X  ;巨大红框

priority = 7,Hit

damage=99999999999999999

fall=1

fall.recover=0

fall.damage=99999999999999999999

p2getp1state=0

p2stateno= 5110

projheightbound=-1000000,1000000

projedgebound=1000000

projstagebound=1000000

pausemovetime = 999999999999999

supermovetime = 999999999999999

ignorehitpause = 1



贯通炮:对方被混线到之后进入5110然后被落下即死的proj打中进入fall伤害被即死


潘多拉杀手:对方被混线到之后进入110然后被落下即死的proj打中进入fall伤害被即死


人物的110和115状态号下有hitby无敌解除代码所以使用潘多拉杀手之后可以被我方proj打到


22,精密溢出打击即死


原理:所谓精密就是通过计算对方的防御值来决定造成多少伤害



[state ]  ;对方防御值记录

type = varset

trigger1 =!ishelper

trigger1 = numenemy

var(16) = abs(enemy,const(data.defence))

ignorehitpause = 1


[state ]  ;开始计算

type = null

triggerall =!ishelper

triggerall = var(16) = [1,100]

trigger1 = var(16) = 50||var(16) = 64||var(16) = 80

trigger1 = 1||var(17):= 1

trigger2 = (var(16) = [2,4])||var(16) = 10||var(16) = 16||var(16) = 18||(var(16) = [20,21])||var(16) = 32

trigger2 = 1||var(17):= 2

trigger3 = var(16) = 6||var(16) = 8||var(16) = 14||var(16) = 51

trigger3 = 1||var(17):= 3

trigger4 = var(16) = 7||var(16) = 9

trigger4 = 1||var(17):= 5

trigger5 = (var(16) = [11,12])

trigger5 = 1||var(17):= 6

trigger6 = var(16) = 62

trigger6 = 1||var(17):= 8

trigger7 = var(16) = 37

trigger7 = 1||var(17):= 16

trigger8 = var(16) = 41||var(16) = 63

trigger8 = 1||var(17):= 20

trigger9 = var(16) = 71

trigger9 = 1||var(17):= 21

trigger10 = var(16) = 69

trigger10 = 1||var(17):= 22

trigger11 = var(16) = 73

trigger11 = 1||var(17):= 24

trigger12 = var(16) = 39||var(16) = 65

trigger12 = 1||var(17):= 27

trigger13 = var(16) = 55

trigger13 = 1||var(17):= 34

trigger14 = var(16) = 74

trigger14 = 1||var(17):= 35

trigger15 = var(16) = 59

trigger15 = 1||var(17):= 40

trigger16 = var(16) = 82

trigger16 = 1||var(17):= 43

trigger17 = var(16) = 45||var(16) = 70

trigger17 = 1||var(17):= 45

trigger18 = var(16) = 75

trigger18 = 1||var(17):= 46

trigger19 = var(16) = 78

trigger19 = 1||var(17):= 57

trigger20 = var(16) = 83

trigger20 = 1||var(17):= 67

trigger21 = var(16) = 95

trigger21 = 1||var(17):= 73

trigger22 = var(16) = 85

trigger22 = 1||var(17):= 77

trigger23 = var(16) = 93

trigger23 = 1||var(17):= 88

trigger24 = var(16) = 93

trigger24 = 1||var(17):= 90

trigger25 = var(16) = 91

trigger25 = 1||var(17):= 96

trigger26 = var(16) = 1

trigger26 = 1||var(17):= 558345749

trigger27 = var(16) = 5

trigger27 = 1||var(17):= 644245095

trigger28 = var(16) = 13

trigger28 = 1||var(17):= 558345758

trigger29 = var(16) = 17

trigger29 = 1||var(17):= 730144446

trigger30 = var(16) = 19

trigger30 = 1||var(17):= 816043791

trigger31 = var(16) = 22

trigger31 = 1||var(17):= 944892810

trigger32 = var(16) = 25

trigger32 = 1||var(17):= 1073741824

trigger33 = var(16) = 31

trigger33 = 1||var(17):= 1331439857

trigger34 = var(16) = 35

trigger34 = 1||var(17):= 1503238536

trigger35 = var(16) = 38

trigger35 = 1||var(17):= 1632087581

trigger36 = var(16) = 40

trigger36 = 1||var(17):= 1717986919

trigger37 = var(16) = 46

trigger37 = 1||var(17):= 1975684976

trigger38 = var(16) = 57

trigger38 = 1||var(17):= -5

trigger39 = var(16) = 47

trigger39 = 1||var(17):= -6

trigger40 = var(16) = 23||var(16) = 44

trigger40 = 1||var(17):= -7

trigger41 = var(16) = 33

trigger41 = 1||var(17):= -8

trigger42 = var(16) = 29||var(16) = 42

trigger42 = 1||var(17):= -9

trigger43 = var(16) = 15

trigger43 = 1||var(17):= -10

trigger44 = var(16) = 27;||var(49)

trigger44 = 1||var(17):= -11

trigger45 = var(16) = 26||var(16) = 34||var(16) = 66

trigger45 = 1||var(17):= -12

trigger46 = var(16) = 56

trigger46 = 1||var(17):= -13

trigger47 = var(16) = 94

trigger47 = 1||var(17):= -14

trigger48 = var(16) = 77

trigger48 = 1||var(17):= -15

trigger49 = var(16) = 30||var(16) = 84

trigger49 = 1||var(17):= -16

trigger50 = var(16) = 24||var(16) = 76||var(16) = 88

trigger50 = 1||var(17):= -17

trigger51 = var(16) = 54

trigger51 = 1||var(17):= -18

trigger52 = var(16) = 98

trigger52 = 1||var(17):= -19

trigger53 = var(16) = 53||var(16) = 58

trigger53 = 1||var(17):= -20

trigger54 = var(16) = 79

trigger54 = 1||var(17):= -24

trigger55 = var(16) = 68

trigger55 = 1||var(17):= -27

trigger56 = var(16) = 81

trigger56 = 1||var(17):= -28

trigger57 = var(16) = 36||var(16) = 60

trigger57 = 1||var(17):= 30

trigger58 = var(16) = 52||var(16) = 87

trigger58 = 1||var(17):= -31

trigger59 = var(16) = 43

trigger59 = 1||var(17):= -34

trigger60 = var(16) = 61

trigger60 = 1||var(17):= -36

trigger61 = var(16) = 92

trigger61 = 1||var(17):= -37

trigger62 = var(16) = 48

trigger62 = 1||var(17):= -40

trigger63 = var(16) = 67||var(16) = 89

trigger63 = 1||var(17):= -50

trigger64 = var(16) = 72

trigger64 = 1||var(17):= -58

trigger65 = var(16) = 86

trigger65 = 1||var(17):= -67

trigger66 = var(16) = 96

trigger66 = 1||var(17):= -78

trigger67 = var(16) = 99

trigger67 = 1||var(17):= -103

trigger68 = var(16) = 97

trigger68 = 1||var(17):= -116

trigger69 = var(16) = 100

trigger69 = 1||var(17):= 0

ignorehitpause = 1


[state ]

type=null

triggerall =!ishelper

triggerall = var(16) = [1,100]

trigger1 = var(16) = 18

trigger1 = 1||var(18):= -14

trigger2 = var(16) = 12

trigger2 = 1||var(18):= -13

trigger3 = var(16) = 9

trigger3 = 1||var(18):= -9

trigger4 = var(16) = 59||(var(16) = [69,70])

trigger4 = 1||var(18):= -8

trigger5 = var(16) = 6||var(16) = 57

trigger5 = 1||var(18):= -5

trigger6 = var(16) = 11

trigger6 = 1||var(18):= -2

trigger7 = var(16) = 3||var(16) = 8

trigger7 = 1||var(18):= -1

trigger8 = var(16) = 13

trigger8 = 1||var(18):= 5

trigger9 = var(16) = 17

trigger9 = 1||var(18):= 6

trigger10 = var(16) = 1||var(16) = 5||var(16) = 15||var(16) = 19||var(16) = 22||var(16) = 25||var(16) = 27||(var(16) = [30,31])||var(16) = 33||(var(16) = [35,43])||(var(16) = [45,46])||(var(16) = [48,49])||var(16) = 53

trigger10 = 1||var(18):= 4

trigger11 = (var(16) = [55,56])||(var(16) = [62,63])||(var(16) = [75,76])||var(16) = 79||var(16) = 86

trigger11 = 1||var(18):= 4

ignorehitpause = 1


[state ]

type = null

triggerall=!ishelper

triggerall = var(16) = [1,100]

trigger1 = var(16) = 11||var(16) = 7||var(16) = 14||var(16) = 21||var(16) = 28

trigger1 = 1||var(19):= -5

trigger2 = var(16) = 13||var(16) = 26

trigger2 = 1||var(19):= -3

trigger3 = var(16) = 3||var(16) = 6||var(16) = 9||var(16) = 12||var(16) = 18||var(16) = 24

trigger3 = 1||var(19):= -2

ignorehitpause = 1


[state ]  精密打击

type = Projectile

triggerall = !ishelper

trigger1 = var(16) = [1,100]

attr = SCA, AA,AT,AP

projid = 151

projanim = X

damage = -2147483648+21474000*(100-var(16))+floor(83648*(1-0.01*var(16)))+var(17)

projmisstime = 1

projremovetime = 1

sparkno = -1

guard.sparkno = -1

offset = enemynear,pos x,enemynear,pos y

supermovetime = 2147483647

pausemovetime = 2147483647

ignorehitpause = 1


[state ]

type = Projectile

triggerall = !ishelper

trigger1 = var(16) = [1,100]

attr = SCA, AA,AT,AP

projid = 152

projanim = X

projremovetime = 1

damage = -4+var(18)

sparkno = -1

guard.sparkno = -1

offset = enemynear,pos x,enemynear,pos y

supermovetime = 2147483647

pausemovetime = 2147483647

ignorehitpause = 1


[state ]

type = Projectile

triggerall = !ishelper

trigger1 = var(16) = [1,100]

attr = SCA, AA,AT,AP

projid = 153

projanim = X

projremovetime = 1

damage = var(19)

sparkno = -1

guard.sparkno = -1

offset = enemynear,pos x,enemynear,pos y

supermovetime = 2147483647

pausemovetime = 2147483647

ignorehitpause = 1


[state ]

type = Projectile

triggerall = !ishelper

trigger1 = var(16) = [1,100]

attr = SCA, AA,AT,AP

projid = 161

projanim = X

damage = -2147483648+21474000*(100-var(16))+floor(83648*(1-0.01*var(16)))+var(17)

projmisstime = 1

projremovetime = 1

sparkno = -1

guard.sparkno = -1

offset = enemynear,pos x,enemynear,pos y

fall = 1

fall.damage = enemy,lifemax

fall.recover = 0

supermovetime = 2147483647

pausemovetime = 2147483647

ignorehitpause = 1


[state ]

type = Projectile

triggerall = !ishelper

trigger1 = var(16) = [1,100]

attr = SCA, AA,AT,AP

projid = 162

projanim = X

projremovetime = 1

damage = -4+var(18)

sparkno = -1

guard.sparkno = -1

offset = enemynear,pos x,enemynear,pos y

fall = 1

fall.damage = enemy,lifemax

fall.recover = 0

supermovetime = 2147483647

pausemovetime = 2147483647

ignorehitpause = 1


[state ]

type = Projectile

triggerall = !ishelper

trigger1 = var(16) = [1,100]

attr = SCA, AA,AT,AP

projid = 163

projanim = X

projremovetime = 1

damage = var(19)

sparkno = -1

guard.sparkno = -1

offset = enemynear,pos x,enemynear,pos y

fall = 1

fall.damage = enemy,lifemax

fall.recover = 0

supermovetime = 2147483647

pausemovetime = 2147483647

ignorehitpause = 1


23,欠损杀手


通过永续让对方进入p2stateno,p2stateno写对方cns代码中有normal helper的状态号



欠损少女本来是不会被对方混线到的,但是4017状态号下有漏洞,被对方永续进入4017状态号之后强行召唤了一个normal的helper,然后被对方混线夺取之后用贯通炮杀死了


注:永续代码格式


[state ]

type=reversaldef

trigger1=enemynear,name="E Youmu"

reversal.attr=sca,aa,at,ap

pausetime=0,0

sparkno=-1

numhits=0

p2stateno = 4017

p2getp1state = 0

ignorehitpause=1




p2getp1state = 0  意思是让对方进入自己的cns状态,等于1就是进入我方的cns状态




24,时止解除&&奇虾杀手


召唤一个helper不断自我毁灭



helper状态下



[State ]  ;时止解除

type = Pause

trigger1=ishelper

time = 0

movetime = 0

ignorehitpause = 1


[State ]

type = Superpause

trigger1=ishelper

anim = -1

time = 0

movetime = 0

darken = 0

p2defmul = 1

unhittable = 0

ignorehitpause = 1


[State ]  ;奇虾杀手

type = Pause

triggerall=ishelper

trigger1=enemy,movetype=A

time = 2

movetime = 2

ignorehitpause = 1


[State ]

type = Superpause

triggerall=ishelper

trigger1=enemy,movetype=A

anim = -1

time = 2

movetime = 2

darken = 0

p2defmul = 1

unhittable = 0

ignorehitpause = 1


[State ]

type = DestroySelf

trigger1=ishelper(X) helper的id

trigger1=gametime%2=0  ;不断的自我毁灭再生成



原理:和mugen读取顺序有关,先读取时止解除再读取时止,通过自身的时止解除,解除自己的时止


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