只有一些场景和一些些小补丁,以及一个缝合了奥日及飞行岛和mlp的画面包;公开作品均收录在主页里,有爱自取。
; ai起跳
[Statedef 39]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1
[State 40, 1]
type = VarSet
trigger1 = Time = 0
trigger1 = var(1)=[-1,1]
var(1) = 0
[State 40, 2]
type = VarSet
trigger1 = var(1)=[-1,1]
trigger1 = P2BodyDist X>5
var(1) = 1
[State 40, 3]
type = VarSet
trigger1 = var(1)=[-1,1]
trigger1 = P2BodyDist X<5
var(1) = -1
[State 40, 1]
type = VarSet
trigger1 = time = 0
var(6) = 0
[State 40, 1];小跳
type = VarSet
trigger1 = P2BodyDist X=5
var(6) = 1
[State 40, 4]
type = VelSet
trigger1 = Var(6) = 0
trigger1 = AnimTime = 0
x = ifelse(var(1)=0, const(velocity.jump.neu.x), ifelse(var(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 4]
type = VelSet
trigger1 = Var(6) = 1
trigger1 = AnimTime = 0
x = ifelse(var(1)=0, const(velocity.jump.neu.x), ifelse(var(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -7 ;小跳高度
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;前跑
trigger1 = var(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
; ai起跳
[Statedef 39]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1
[State 40, 1]
type = VarSet
trigger1 = Time = 0
trigger1 = var(1)=[-1,1]
var(1) = 0
[State 40, 2]
type = VarSet
trigger1 = var(1)=[-1,1]
trigger1 = P2BodyDist X>5
var(1) = 1
[State 40, 3]
type = VarSet
trigger1 = var(1)=[-1,1]
trigger1 = P2BodyDist X<5
var(1) = -1
[State 40, 1]
type = VarSet
trigger1 = time = 0
var(6) = 0
[State 40, 1];小跳
type = VarSet
trigger1 = P2BodyDist X=5
var(6) = 1
[State 40, 4]
type = VelSet
trigger1 = Var(6) = 0
trigger1 = AnimTime = 0
x = ifelse(var(1)=0, const(velocity.jump.neu.x), ifelse(var(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 4]
type = VelSet
trigger1 = Var(6) = 1
trigger1 = AnimTime = 0
x = ifelse(var(1)=0, const(velocity.jump.neu.x), ifelse(var(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -7 ;小跳高度
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;前跑
trigger1 = var(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
; ai起跳
[Statedef 39]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1
[State 40, 1]
type = VarSet
trigger1 = Time = 0
trigger1 = var(1)=[-1,1]
var(1) = 0
[State 40, 2]
type = VarSet
trigger1 = var(1)=[-1,1]
trigger1 = P2BodyDist X>5
var(1) = 1
[State 40, 3]
type = VarSet
trigger1 = var(1)=[-1,1]
trigger1 = P2BodyDist X<5
var(1) = -1
[State 40, 1]
type = VarSet
trigger1 = time = 0
var(6) = 0
[State 40, 1];小跳
type = VarSet
trigger1 = P2BodyDist X=5
var(6) = 1
[State 40, 4]
type = VelSet
trigger1 = Var(6) = 0
trigger1 = AnimTime = 0
x = ifelse(var(1)=0, const(velocity.jump.neu.x), ifelse(var(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 4]
type = VelSet
trigger1 = Var(6) = 1
trigger1 = AnimTime = 0
x = ifelse(var(1)=0, const(velocity.jump.neu.x), ifelse(var(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -7 ;小跳高度
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;前跑
trigger1 = var(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
; ai起跳
[Statedef 39]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1
facep2 = 1
[State 40, 1]
type = VarSet
trigger1 = Time = 0
trigger1 = var(1)=[-1,1]
var(1) = 0
[State 40, 2]
type = VarSet
trigger1 = var(1)=[-1,1]
trigger1 = P2BodyDist X>5
var(1) = 1
[State 40, 3]
type = VarSet
trigger1 = var(1)=[-1,1]
trigger1 = P2BodyDist X<5
var(1) = -1
[State 40, 1]
type = VarSet
trigger1 = time = 0
var(6) = 0
[State 40, 1];小跳
type = VarSet
trigger1 = P2BodyDist X=5
var(6) = 1
[State 40, 4]
type = VelSet
trigger1 = Var(6) = 0
trigger1 = AnimTime = 0
x = ifelse(var(1)=0, const(velocity.jump.neu.x), ifelse(var(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)
[State 40, 4]
type = VelSet
trigger1 = Var(6) = 1
trigger1 = AnimTime = 0
x = ifelse(var(1)=0, const(velocity.jump.neu.x), ifelse(var(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = -7 ;小跳高度
[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;前跑
trigger1 = var(1) = 1
x = const(velocity.runjump.fwd.x)
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1