- MUGEN ジョジョ総合スレ23
61 :名無しさん@お腹いっぱい。[]:2014/01/13(月) 13:22:55.55 ID:sZQH5+K1 - 爆発、音声付けてみたら凄くイイ感じになった
色々調整付けて報告動画でも上げようかな・・・
| - MUGEN ジョジョ総合スレ23
62 :名無しさん@お腹いっぱい。[]:2014/01/13(月) 14:25:56.38 ID:sZQH5+K1 - んー、相手が壁際にいるときにヒットするとアニメ13枚目からレンズがズレるな
;シャボンレンズASB(感光),レンズ召喚 [Statedef 3410] type = S movetype = I physics = N ctrl = 0 velset = 0,0 anim = 3000 sprpriority = 4 [State 0, vel] type = nothitby trigger1 = time = 1 value = SCA time = 300 [State 1000, ゲージ減らすため] type = SuperPause trigger1 = time = 0 time = 5 movetime = 5 darken = 1 poweradd = -2000 unhittable = 1 [State 0, explodレンズ召喚] type = helper trigger1 = movehit stateno = 3420 id = 2980 facing = -1 postype = p2 pos = 0,-75 ownpal = 1 size.xscale = .721 size.yscale = .791 pausemovetime = 0 supermovetime = 0 IgnoreHitPause = 1 [State -2, Voice] type = PlaySnd trigger1 = animelem = 1 value = 100,22 channel = 0 [State 1000, ステート変更] type = ChangeState trigger1 = time = 435 value = 0 ctrl = 1
| - MUGEN ジョジョ総合スレ23
63 :名無しさん@お腹いっぱい。[]:2014/01/13(月) 14:32:09.25 ID:sZQH5+K1 - ;ASBレンズ(本体ヘルパー記述)
[Statedef 3420] type = S movetype = A physics = N ctrl = 0 velset = 0,0 anim = 2980 sprpriority = 3 [State -2, Voice] type = PlaySnd trigger1 = animelem = 12 value = 100,23 channel = 0 [State 200, ヒット定義] type = HitDef trigger1 = time%5 = 0 attr = S, HP ;立ち通常打撃(Standing, Normal Attack) damage = 6, 0 sparkno = -1;S8210+(random%8) guard.sparkno = -1;S8105 animtype = hard guardflag = -1 hitflag = MAF priority = 7, Hit pausetime = 0,150 ground.type = high ground.slidetime = 0 ground.hittime = 95 ground.velocity = -4 air.type = High ground.velocity = 0,0 air.velocity = 0,0 air.hittime = 0 air.fall = 1 fall.recover = 1 kill = 0 IgnoreHitPause = 1 [State 1100,] type = ParentVarset trigger1 = movehit var(35) = 0 [State 1100,] type = ParentVarset trigger1 = movehit var(34) = 0 [State 1000, レンズ消滅用] type = DestroySelf trigger1 = AnimTime = 0 13枚目じゃなくて12枚目だった、当たり判定(HITDEF)は12枚目だけに影響あるけど何か関係あるのかな? どうすればズレないか教えて下さいませんか?
| - MUGEN ジョジョ総合スレ23
64 :名無しさん@お腹いっぱい。[]:2014/01/13(月) 17:48:39.16 ID:sZQH5+K1 - 書き込んでからずっと弄ってたが、壁際だと当たり判定そのものがズレているようだ
当たり判定を無理やり伸ばしてようやく落ち着いた ;シャボンバリヤー [State -1, 1000ba] type = ChangeState value = 1200 triggerall = var(55)>0 && roundstate = 2 triggerall = statetype != A triggerall = !numhelper(1250) trigger1 = AnimTime = 0 trigger1 = prevstateno = 100 trigger2 = AnimTime = 0 trigger2 = prevstateno = 52 ;シャボンレンズASB [State -1, 1000] type = ChangeState triggerall = var(55)>0 && roundstate = 2 triggerall = statetype != A trigger1 = power > 2000 Trigger1 = MoveHit trigger1 = AnimTime = 0 trigger1 = prevStateNo = 1200 trigger1 = ctrl trigger2 = (stateno = 200||stateno = 210||stateno = 222||stateno = 400||stateno = 410) && var(4) value = 3400 ;奥義・波紋シャボンランチャー [State -1, 1000ran1] type = ChangeState value = 3200 triggerall = var(55)>0 && roundstate = 2 triggerall = statetype != A trigger1 = power < 2000 && power > 1000 trigger1 = MoveHit trigger1 = AnimTime = 0 trigger1 = Random = [401,600] trigger1 = prevStateNo = 1200 trigger1 = ctrl ;シャボンレンズ [State -1, 1000re] type = ChangeState triggerall = statetype != A triggerall = var(55)>0 && roundstate = 2 triggerall = numhelper(90000+var(0)-1) triggerall = (helper(90000+var(0)-1),stateno = [1050,1150]) && helper(90000+var(0)-1),time > 63 trigger1 = power > 3000 Trigger1 = MoveHit trigger1 = AnimTime = 0 trigger1 = prevStateNo = 1200 trigger1 = ctrl || ((stateno = 100 || stateno = 105) && time > 1) || stateno = 40 trigger2 = (stateno = 200||stateno = 210||stateno = 222||stateno = 400||stateno = 410) && var(4) value = 3000 バリヤー後に必殺技を組み込もうとしたがどうしてもうまくいかない 何を書き込めばいいのだろうか?
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