堕落街道まっしぐら。

現在のゲームプレイ状況: アリスギア = ウマ娘 > DMMブラゲ > Crossout >> それ以外

MUGEN/白虎1

どうしても白虎より白狐のほうがいいです。でもネタ元あるからそうはいかない、残念。

~ ~ ~

※記述そのまま持ってきたので長いです

;-----------------------------------------------------------------白虎/出現
[Statedef 1801]
type = A
movetype= I
physics = N
anim = 6013
sprpriority = 3

[State 1801, 0]; 被弾数カウンター
type = VarAdd
trigger1 = Time = 0
var(6) = 1

[State 1801, 0]; 経過時間計測
type = VarAdd
trigger1 = 1
var(8) = 1

[State 1801, 0]; 投げ無敵
type = NotHitBy
trigger1 = 1
value2 = ,AT
time = 2

[State 1801, 0]; 被弾時のアニメ処理
type = ChangeAnim
trigger1 = Time = 1
trigger1 = var(6) > 1
value = 6013
elem = 2

[State 1801, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
trigger1 = var(6) = 0
value = s0,22
volume = 50

[State 1810, 1]; 被弾時のフラッシュ
type = PalFX
trigger1 = Time = 1
trigger1 = var(6) > 1
time = 2
add = 230,40,40

[State 1801, Ov]; 攻撃を受けたらステートを繰り返す
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AP ;上書き出来る相手の攻撃属性を指定
stateno = 1801 ;上書き先のステート
IgnoreHitPause = 1

[State 1801, CH1]; 消滅ステートへ移行
type = ChangeState
trigger1 = var(6) >= 4
value = 1820

[State 1801, CH2]; 攻撃ステートへ移行
type = ChangeState
trigger1 = var(8) > 180
value = 1802

;- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -攻撃ステート
[Statedef 1802]
type = A
movetype= A
physics = N
anim = 6026
sprpriority = 3

[State 1802, 0]; 無敵
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 1801, 0]; 経過時間初期化
type = VarSet
trigger1 = Time = 0
var(8) = 0

[State 1801, 0]; 経過時間計測
type = VarAdd
trigger1 = Time > 0
var(8) = 1

[State 1802, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = s0,27
volume = 50

[State 1802, アーマーヘルパー]
type = Helper
trigger1 = Time = 0
name = "Armor"
ID = 1840
stateno = 1840
pos = 0,0
postype = p1
ownpal = 1

[State 1802, 飛び道具ヘルパー]
type = Helper
trigger1 = Time%120 = 44
name = "mahoudan"
ID = 1830
stateno = 1830
pos = 10,-40
postype = p1
ownpal = 1

[State 1802, 1]; 被弾数+1
type = VarAdd
trigger1 = Helper(1840),GetHitVar(damage)
var(6) = 1

[State 1810, 1]; 被弾時のフラッシュ
type = PalFX
trigger1 = Helper(1840),GetHitVar(damage)
time = 2
add = 230,40,40

[State 1802, CH2]; 消滅ステートへ
type = ChangeState
trigger1 = var(6) >= 4
trigger2 = var(8) > 360
value = 1820

;- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -消滅ステート
[Statedef 1820]
type = A
movetype= I
physics = N
sprpriority = 3

[State 1820, 0]; 無敵
type = NotHitBy
trigger1 = 1
value = SCA
time = 2

[State 1820, 音を鳴らす]
type = PlaySnd
trigger1 = time = 0
value = s0,21
volume = 50

[State 1820, 消えるよ]
type = DestroySelf
trigger1 = Time > 30

;- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -飛び道具ヘルパー
[Statedef 1830]
type = A
movetype = A
physics = N
ctrl = 0
juggle = 1
anim = 6016
sprpriority = 2
velset = 0,0

[State 1830, 音]
type = PlaySnd
trigger1 = time = 0
trigger2 = FrontEdgeBodyDist < -200 && Vel X > 0
value = 0,19
volume = 50

[State 1830, 0]; 往路の速度
type = VelSet
trigger1 = Time = 0
X = 20

[State 1830, 1]; 復路の速度
type = VelSet
triggerall = Vel X > 0
trigger1 = Time >= 60
trigger2 = FrontEdgeBodyDist < -200
X = -20

[State 1830, 1]; 飛行時間計測1
type = VarAdd
trigger1 = Vel X > 0
var(0) = 1

[State 1830, 1]; 飛行時間計測2
type = VarAdd
trigger1 = Vel X < 0
var(0) = -1

[State 1830, Ht]; ヒット定義
type = HitDef
trigger1 = Time = 1
trigger2 = Time = 60 || FrontEdgeBodyDist < -200
attr = S, SP
damage = ifElse(NumHelper(1502),60,50), 10
animtype = Light
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 1,12
sparkno = 2
sparkxy = 0,0
hitsound = s0,20
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 16
ground.velocity = -6,0
air.type = High
air.velocity = -3,-4
air.hittime = 28

[State 1830, 消滅処理]
type = DestroySelf
trigger1 = Vel X < 0 && var(0) < 2
trigger2 = !NumHelper(1801)

;- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -アーマーヘルパー
[StateDef 1840]
type = A
movetype = I
physics = N
anim = 6026
ctrl = 0

[State 205, 0]; 透明+影消し
type = AssertSpecial
trigger1 = 1
flag = Invisible
flag2 = NoShadow

[State 205, 0]; 本体に追従
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = 0,0

[State 205, 0]; 判定を揃える(変形時の無敵時間分を削除)
type = ChangeAnim
trigger1 = Time = 1
trigger1 = Parent,AnimElem = 3,>=0
value = 6026
elem = 3

[State 205, 0]; 投げ無敵
type = NotHitBy
trigger1 = 1
value = ,AT
time = 2

[State 205, 0]; 打撃/飛び道具を受けたらステートを繰り返す
type = HitOverRide
trigger1 = IsHelper(1840)
attr = SCA,AA,AP
stateno = 1840

[State 205, 0]; 親(白虎)がアーマーステートを過ぎたら消滅
type = DestroySelf
trigger1 = Parent,StateNo != 1802

;めんどくさかったので転用