双人对战的情况下,通过拉p2实现“感化”类技能的效果——以满月引导为例

;-----------

;FULL MOON RECT满月引导

[Statedef 3600]

type    = S

movetype= A

physics = S

juggle  = -1

poweradd= 0

velset = 0,0

anim = 1800

ctrl = 0

sprpriority = 2


[State 0, VarSet];联合判定机制,这里的浮点变量很重要,涉及到双重判定,以及撞车避免

type = VarSet

trigger1 = animelemtime(17) =5

trigger1 = RoundState = 3

trigger1 = alive

fv = 29

value = 2305.92




[State 1000, ステート変更]

type = ChangeState

trigger1 = AnimTime = 0

value = 0

ctrl = 1

;---------------------------------------------------------------------------

;FULL MOON RECT HIT,满月引导命中,被命中的目标会被拉进这个状态号

[Statedef 3603]

type    = L

movetype= H

physics = N

ctrl     = 0

velset   = 0,0


[State 801, LifeAdd];处决部分,用于击杀p2,执行成功则对局进入终局待机阶段

type = LifeAdd

trigger1 = TIME=0

value = -lifemax-99999999999999

absolute = 1

ignorehitpause = 1



[State 801, LifeAdd];巴掌后面的甜枣,假装p2还没输

type = LifeAdd

trigger1 = TIME=1

trigger2 = TIME=2

value = lifemax

absolute = 1

ignorehitpause = 1

[State 0, HitFallSet]

type = NULL;HitFallSet

trigger1 = TIME=0

value = 1


[State 0, RemoveExplod];净化一下exp

type = RemoveExplod

trigger1 = TIME=0

id = -1


[State 0, DestroySelf];如果命中的是个helper则helper当场销毁

type = DestroySelf

trigger1 = Ishelper


[State 170, NOTHITBY]上个无敌避免事端

type = NotHitBy

trigger1 = 1 

value = SCA

time = 99999

ignorehitpause = 1


[State 0, AssertSpecial];特殊断言部分

type = AssertSpecial

trigger1 = 1

flag= nokosnd

;flag2 = Invisible

;flag3= nobardisplay



[state 1201];稍息!

type = ChangeAnim

trigger1 = 1

value = 0

elem = 1



[State 803,ChangeState];立正!!!

type = ChangeAnim

trigger1 =  (!GetHitVar(IsBound)) &&time = 101

value =  0


[State 804, ChangeState];需要给对方拉入自己的5150状态号完成终局判定

type = ChangeState

trigger1 = TIME=120

trigger1 = !alive

value = 5150

CTRL=0


[State 804, ChangeState];你要没死成算你命大,回去待机去

type = ChangeState

trigger1 = TIME=120

trigger1 = alive

value = 0

CTRL=1

;----------------------------------------------------------------

; HIT_LIEDEAD进入终局待机阶段后进入该状态(倒地)则会结束对局

[Statedef 5150]

type    = L

movetype= H

physics = N

sprpriority = -3



;下面这些塞进5150里面

[State 5150, 1] ;Normal anim

type = ChangeAnim

triggerall = Time = 0

trigger1 = p2name = "我方角色名"

trigger1 =EnemyNear,fvar(29)=2305.92;读取P1的浮点变量

value = 0


[State 804, play win anim];跳转到胜利状态号

type = SelfState

triggerall = TIME=1

trigger1 = p2name = "我方角色名"

trigger1 =EnemyNear,fvar(29)=2305.92

value = 180

CTRL=0

[State 5150, 1] ;防止撞车

type = ChangeAnim

triggerall = Time = 0

triggerall = SelfAnimExist(5140 + (var(42)*20000))

trigger1 = p2name != "我方角色名"

trigger1 =EnemyNear,fvar(29) !=2305.92

trigger1 = (anim != [5111 + (var(42)*20000),5119 + (var(42)*20000)]) && (anim != [5171 + (var(42)*20000),5179 + (var(42)*20000)])

trigger2 = !SelfAnimExist(5140 + (anim % 10) + (var(42)*20000))

trigger2 = p2name != "我方角色名"

trigger2 =EnemyNear,fvar(29) !=2305.92

value = 5140 + (var(42)*20000)


[State 5150, 3] ;Hit up type anim

type = ChangeAnim

trigger1 = Time = 0

trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])

trigger1 = SelfAnimExist(5140 + (anim % 10))

trigger1 = p2name != "我方角色名"

trigger1 =EnemyNear,fvar(29) !=2305.92

value = 5140 + (anim % 10)


[State 5150, 4] ;Match over anim

type = ChangeAnim

persistent = 0

;trigger1 = Time = 0

trigger1 = MatchOver = 1

trigger1 = p2name != "我方角色名"

trigger1 =EnemyNear,fvar(29) !=2305.92

trigger1 = Anim = [5140 + (var(42)*20000),5149 + (var(42)*20000)]

trigger1 = SelfAnimExist(anim+10)

value = anim+10


[State 5150, 5] ;Switch to 5110 if liedead anim does not exist

type = ChangeAnim

trigger1 = Time = 0

trigger1 = p2name != "我方角色名"

trigger1 =EnemyNear,fvar(29) !=2305.92

trigger1 = Anim != [5140 + (var(42)*20000),5159 + (var(42)*20000)]

trigger1 = Anim != [5110 + (var(42)*20000),5119 + (var(42)*20000)]

value = 5110 + (var(42)*20000)

;---------------------------------------------------------------------------------------------------------


暂时没试过2个角色以上同台的情况,可能会有问题吧,不太清楚

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