;--------------------------------------------------------------------------- ; ヘルパー ;--------------------------------------------------------------------------- ;イントロ飛ばし用 [Statedef 798] ctrl=0 [State 798, ボタンを押したら消失] Type = DestroySelf triggerall = IsHelper trigger1 = root,command = "a" trigger2 = root,command = "b" trigger3 = root,command = "c" trigger4 = root,command = "x" trigger5 = root,command = "y" trigger6 = root,command = "z" trigger7 = RoundState = 2 [State 798, バグ防止] type = SelfState trigger1 = !IsHelper value=0 ;--------------------------------------------------------------------------- ;リバーサル認識用 [Statedef 799] type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 velset = 0,0 anim = 9999 sprpriority = -7 [State 799] type = destroyself trigger1 = time = 20 trigger2 = Root,Movetype = A trigger2 = Root,StateNo != 1410 ;--------------------------------------------------------------------------- ;ミノ本体・馬呼び [Statedef 7000] type = S movetype= I physics = S velset = 0,0 anim = 7000 ctrl = 0 [State 7000, 声] type = PlaySnd trigger1 = Animelem = 6 value = 3100,Random%2 channel = 0 [state 7000, 後から馬] type = Helper trigger1 = NumHelper(7000) = 0 trigger1 = AnimElem = 7 ignorehitpause = 1 name = "Horse" ID = 7000 pos = 90 , 0 postype = front facing = -1 stateno = 7020 keyctrl = 0 ownpal = 1 size.ground.back = 30 size.ground.front = 30 [State 7000 , 立ちへ] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------------------------- ;ミノ本体・待機 [Statedef 7010] type = S physics = S anim = 0 ctrl = 0 sprpriority = 0 [State 7010, 無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7010, 押せない] type = PlayerPush trigger1 = 1 value = 0 [State 7010, 拘束Varセット] type = VarSet trigger1 = 1 v = 15 value = 250 [State 7010, リセット] type = VarSet trigger1 = Time = 0 v = 35 value = 0 [State 7010, リセット] type = VarSet trigger1 = Time = 0 v = 36 value = 0 [State 7010, リセット] type = VarSet trigger1 = Time = 0 v = 37 value = 0 [State 7010, リセット] type = VarSet trigger1 = Time = 0 v = 38 value = 0 [State 7010, リセット] type = VarSet trigger1 = Time = 0 v = 39 value = 0 [State 7010, リセット] type = VarSet trigger1 = Time = 0 v = 41 value = 0 [State 7010, 立ちアニメ] type = ChangeAnim trigger1 = Anim != 0 trigger1 = Vel X = 0 value = 0 [State 7010, 歩きアニメ] type = ChangeAnim trigger1 = Anim != 20 trigger1 = Vel X > 0 value = 20 [State 7010, 歩きアニメ] type = ChangeAnim trigger1 = Anim != 21 trigger1 = Vel X < 0 value = 21 [State 7010, 離れてたら近づく] type = VelSet trigger1 = NumHelper(7000) trigger1 = Helper(7000),StateNo = 7041 trigger1 = Helper(7000),RootDist X > 67 x = 2 [State 7010, 近すぎたら後ずさり] type = VelSet trigger1 = NumHelper(7000) trigger1 = Helper(7000),StateNo = 7041 trigger1 = Helper(7000),RootDist X < 65 x = -2 [State 7010, ストップ] type = VelSet trigger1 = NumHelper(7000) trigger1 = Helper(7000),StateNo = 7041 trigger1 = Helper(7000),RootDist X = [65,67] x = 0 [State 7010, 自動振り向き] type = Turn trigger1 = NumHelper(7000) trigger1 = facing = Helper(7000),facing ;trigger1 = Vel X = 0 [State 7010,クロスボンバーへ] type = ChangeState triggerall = NumHelper(7000) triggerall = Helper(7000),StateNo = 7041 trigger1 = Var(41) > 0 value = 7100 [State 7010, 派生へ] type = ChangeState triggerall = Var(15) > 0 triggerall = NumHelper(7000) triggerall = Helper(7000),StateNo = 7041 triggerall = Vel X = 0 triggerall = Helper(7000),RootDist X = [65,67] trigger1 = Var(35) > 0 trigger2 = Var(36) > 0 trigger3 = Var(37) > 0 trigger4 = Var(38) > 0 trigger5 = Var(39) > 0 value = 7040+(Var(35)*30)+(Var(36)*40)+(Var(37)*20)+(Var(38)*10)+Var(39) [State 7010, 立ちへ] type = ChangeState trigger1 = Time > 180 trigger2 = NumHelper(7000) = 0 value = 0 ctrl = 1 ;--------------------------------------------------------------------------- ;馬・接近 [Statedef 7020] type = S movetype= I physics = N velset = 2.5,0 anim = 7020 ctrl = 0 sprpriority = 0 [State 7020, 角笛消費] type = ParentVarAdd trigger1 = Root,PalNo = [1,6] trigger1 = Time = 0 v = 10 value = 1 [State 7020,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7020, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7020, 押せる] type = PlayerPush trigger1 = 1 value = 1 [State 7020, 無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7020, ダメージ受けたら] type = HitOverride trigger1 = 1 attr = SCA, NT,ST,HT,NA,SA,HA,NP,SP,HP stateno = 7091 time = 1 [State 7020, 攻撃へ] type = ChangeState trigger1 = Time > 36 value = 7030 ;------------------------------------------ ;馬・掴む [Statedef 7030] type = S movetype= A physics = N velset = 0,0 anim = 7030 [State 7030,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7030, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7030, 押せる] type = PlayerPush trigger1 = 1 value = 1 [State 7030, 幅] type = Width trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(9) < 0 player = 15,0 [State 7030, 位置あわせ] type = PosAdd Trigger1 = AnimElem = 2 Trigger2 = AnimElem = 3 Trigger3 = AnimElem = 4 x = 15 [State 7030, ヒット定義(投げ用)] type = HitDef Trigger1 = time = 0 attr = S, ST hitflag = M priority = 1, Miss sparkno = -1 sprpriority = 1 p1facing = 1 p2facing = -1 p1stateno = 7040 p2stateno = 7045 fall = 1 numhits = 0 ID = 7000 [State 7030, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 4 anim = 7031 ID = 7030 facing = 1 bindtime = -1 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7030, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 4 anim = 7031 ID = 7030 facing = 1 bindtime = -1 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7030, 無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7030, ダメージ受けたら] type = HitOverride trigger1 = 1 attr = SCA, NT,ST,HT,NA,SA,HA,NP,SP,HP stateno = 7091 time = 1 [State 7030, 退散へ] type = ChangeState Trigger1 = Animtime = 0 value = 7091 ;--------------------------------------------------------------------------- ;馬・掴み成功 [Statedef 7040] type = S movetype = A physics = S anim = 7040 sprpriority = 0 [State 7040,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7040, 前面消し] type = RemoveExplod Trigger1 = 1 ID = 7030 [State 7040, カメラは追わない] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 [State 7040, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) < 0 pos = 64,0 [State 7040, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 pos = 60,0 [State 7040, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 pos = 58,0 [State 7040, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(4) >= 0 pos = 55,0 [State 7040, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = Time = 0 anim = 7032 ID = 7040 facing = 1 bindtime = -1 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7040, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = Time = 0 anim = 7032 ID = 7040 facing = 1 bindtime = -1 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7040, 全ての投げに対し無効化] type = NotHitBy trigger1 = 1 value = SCA [State 7040, 羽交い絞めへ] type = ChangeState trigger1 = AnimTime = 0 value = 7041 ;--------------------------------------------------------------------------- ;馬・羽交い絞め [Statedef 7041] type = S movetype = A physics = S anim = 7041 [State 7041,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7041, 掴んだ相手のステート] type = TargetState trigger1 = Time = 0 value = 7047 [State 7041, 位置あわせ] type = PosAdd trigger1 = Time = 0 x = -55 [State 7041, 自動ターン] type = null;Turn trigger1 = Time > 0 trigger1 = RootDist X < 0 [State 7041, 自動ターン] type = TargetFacing trigger1 = 1 value = 1 ID = 7000 [State 7041, カメラは追わない] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 [State 7041, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 5,-75 [State 7041, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7041, 腕] type = Explod trigger1 = Root,Var(50) = 0 anim = 7042 ID = 7040 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7041, 透過腕] type = Explod trigger1 = Root,Var(50) anim = 7042 ID = 7040 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7041, 拘束舐めへ] type = ChangeState trigger1 = Root,StateNo = 7050 value = 7051 [State 7041, 拘束弄りへ] type = ChangeState trigger1 = Root,StateNo = 7060 value = 7061 [State 7041, 拘束揉みへ] type = ChangeState trigger1 = Root,StateNo = 7070 value = 7071 [State 7041, 腹パンチへ] type = ChangeState trigger1 = Root,StateNo = 7080 value = 7081 [State 7041, 馬挿入へ] type = ChangeState trigger1 = Root,StateNo = 7200 value = 7300 [State 7041, クロスボンバーへ] type = ChangeState trigger1 = Root,StateNo = 7100 value = 7110 [State 7041, 離す] type = ChangeState trigger1 = NumTarget(7000) trigger1 = Target(7000),StateNo != 7047 value = 7090 [State -2, デバッグ表示] type = DisplayToClipboard trigger1 = 1 text = "RootDist=%d" params = Ceil(RootDist X) ignorehitpause = 1 ;----------------------------------------- ;相手側・馬・掴み成功 [Statedef 7045] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 7045, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7045, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 7045 [State 7045, 声] type = PlaySnd Trigger1 = Time = 0 value = 5000,(Random%3)*10 [State 7045, 2] type = SelfState trigger1 = Time > 30 value = 5050 ;----------------------------------------- ;相手側・馬・羽交い絞め [Statedef 7047] type = A movetype= H physics = N velset = 0,0 sprpriority = 1 [State 7047, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7047, 汎用アニメ] type = ChangeAnim2 Trigger1 = Anim != 7047 Trigger1 = SelfAnimExist(42047) = 0 value = 7047 [State 7047, 専用アニメ] type = ChangeAnim Trigger1 = Anim != 42047 Trigger1 = SelfAnimExist(42047) = 1 value = 42047 [State 7047, 2] type = SelfState trigger1 = Time > 180 value = 5050 ;--------------------------------------------------------------------------- ; ミノ・拘束舐め [Statedef 7050] type = S movetype= A physics = N sprpriority = 3 [State 7050, リセット] type = VarSet trigger1 = Time = 0 v = 38 value = 0 [State 7050, アニメ変更] type = ChangeAnim trigger1 = Time = 1 value = 1040 [State 7050, 腕] type = Explod trigger1 = Anim = 1040 trigger1 = !Var(50) anim = 1054 ID = 7050 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = -1 IgnoreHitPause = 0 removeongethit = 1 [State 7050, 透過腕] type = Explod trigger1 = Anim = 1040 trigger1 = Var(50) anim = 1054 ID = 7050 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = -1 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7050, 挿入音] type = PlaySnd trigger1 = Anim = 1040 trigger1 = AnimElem = 4 value = 1600,5+Random%2 volume = 255 [State 7050, ヒット数] type = HitAdd trigger1 = Anim = 1040 trigger1 = AnimElem = 4 value = 1 [State 7050, ゲージ増加] type = PowerAdd trigger1 = Anim = 1040 trigger1 = AnimElem = 4 value = 15 [State 7050, 快感ゲージ増減] type = VarAdd trigger1 = Anim = 1040 trigger1 = AnimElem = 4 var(57) = 250 [State 7050, 派生へ] type = ChangeState triggerall = Anim = 1040 triggerall = AnimTime = 0 triggerall = Var(15) > 0 trigger1 = Var(35) > 0 trigger2 = Var(36) > 0 trigger3 = Var(37) > 0 trigger4 = Var(39) > 0 trigger5 = Var(41) > 0 value = 7040+(Var(35)*30)+(Var(36)*40)+(Var(37)*20)+var(39)+(Var(41)*60) [State 7050, ステート変更] type = ChangeState triggerall = Anim = 1040 trigger1 = AnimTime = 0 trigger1 = var(15) <= 0 trigger2 = !(Helper(7000),NumTarget) value = 999 ;-------------------------------- ;馬・拘束舐め [Statedef 7051] type = S movetype = A physics = S anim = 7043 [State 7051,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7051, 掴んだ相手のステート] type = TargetState trigger1 = Time = 0 value = 7057 [State 7051, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7051, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 5,-100 [State 7051, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7051, 腕] type = Explod trigger1 = Root,Var(50) = 0 anim = 7044 ID = 7050 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7051, 透過腕] type = Explod trigger1 = Root,Var(50) anim = 7044 ID = 7050 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7051, 多少はダメージ] type = TargetLifeAdd trigger1 = Time > 36 value = -1 kill = 0 persistent = 60 [State 7051, 拘束弄りへ] type = ChangeState trigger1 = Root,StateNo = 7060 value = 7061 [State 7051, 拘束揉みへ] type = ChangeState trigger1 = Root,StateNo = 7070 value = 7071 [State 7051, 腹パンチへ] type = ChangeState trigger1 = Root,StateNo = 7080 value = 7081 [State 7051, 馬挿入へ] type = ChangeState trigger1 = Root,StateNo = 7200 value = 7300 [State 7051, クロスボンバーへ] type = ChangeState trigger1 = Root,StateNo = 7100 value = 7110 [State 7051, 離す] type = ChangeState triggerall = NumTarget(7000) trigger1 = Root,StateNo != 7050 trigger1 = Root,StateNo != 7060 trigger1 = Root,StateNo != 7070 trigger1 = Root,StateNo != 7080 value = 7090 [State 7051, 離す] type = ChangeState trigger1 = NumTarget(7000) = 0 value = 7090 ;-------------------------------- ; 相手側・馬・拘束舐め [Statedef 7057] type = A movetype= H physics = N [State 7057, カメラ固定] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0 [State 7057, 汎用アニメ] type = ChangeAnim2 Trigger1 = Anim != 7057 Trigger1 = SelfAnimExist(42057) = 0 value = 7057 [State 7057, 専用アニメ] type = ChangeAnim Trigger1 = Anim != 42057 Trigger1 = SelfAnimExist(42057) = 1 value = 42057 [State 7057, 声] type = PlaySnd trigger1 = Time > 42 value = 4218,21+(Random%3) Persistent = 60 [State 7057, 解放] type = ChangeState trigger1 = time > 350 value = 1095 ;--------------------------------------------------------------------------- ; ミノ・拘束弄り [Statedef 7060] type = S movetype= A physics = N sprpriority = -1 [State 7060, リセット] type = VarSet trigger1 = Time = 0 v = 37 value = 0 [State 7060, アニメ変更] type = ChangeAnim trigger1 = Time = 1 value = 1030 [State 7060, 腕] type = Explod trigger1 = !Var(50) trigger1 = Anim = 1030 trigger1 = AnimElem = 1,1 anim = 1034 ID = 1034 facing = 1 bindtime = -1 removetime = 60 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7060, 透過腕] type = Explod trigger1 = Var(50) trigger1 = Anim = 1030 trigger1 = AnimElem = 1,1 anim = 1034 ID = 1034 facing = 1 bindtime = -1 removetime = 60 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7060, 挿入音] type = PlaySnd trigger1 = Anim = 1030 trigger1 = AnimElem = 4 value = 1600,2+Random%3 volume = 255 [State 7060, ヒット数] type = HitAdd trigger1 = Anim = 1030 trigger1 = AnimElem = 4 value = 1 [State 7060, ゲージ増加] type = PowerAdd trigger1 = Anim = 1030 trigger1 = AnimElem = 4 value = 25 [State 7060, 快感ゲージ増減] type = VarAdd trigger1 = Anim = 1030 trigger1 = AnimElem = 4 var(57) = 200 [State 7060, 派生へ] type = ChangeState triggerall = Anim = 1030 triggerall = AnimTime = 0 triggerall = Var(15) > 0 trigger1 = Var(35) > 0 trigger2 = Var(36) > 0 trigger3 = Var(38) > 0 trigger4 = Var(39) > 0 trigger5 = Var(41) > 0 value = 7040+(Var(35)*30)+(Var(36)*40)+(Var(38)*10)+var(39)+(Var(41)*60) [State 7060, ステート変更] type = ChangeState triggerall = Anim = 1030 trigger1 = AnimTime = 0 trigger1 = var(15) <= 0 trigger2 = !(Helper(7000),NumTarget) value = 999 ;-------------------------------- ;馬・拘束弄り [Statedef 7061] type = S movetype = A physics = S anim = 7041 [State 7061,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7061, 掴んだ相手のステート] type = TargetState trigger1 = Time = 0 value = 7067 [State 7061, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7061, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 5,-75 [State 7061, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7061, 腕] type = Explod trigger1 = Root,Var(50) = 0 anim = 7042 ID = 7060 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7061, 透過腕] type = Explod trigger1 = Root,Var(50) anim = 7042 ID = 7060 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7061, 多少はダメージ] type = TargetLifeAdd trigger1 = Time > 36 value = floor(-3*(1-Root,fvar(10))) kill = 0 persistent = 60 [State 7061, 拘束舐めへ] type = ChangeState trigger1 = Root,StateNo = 7050 value = 7051 [State 7061, 拘束揉みへ] type = ChangeState trigger1 = Root,StateNo = 7070 value = 7071 [State 7061, 腹パンチへ] type = ChangeState trigger1 = Root,StateNo = 7080 value = 7081 [State 7051, 馬挿入へ] type = ChangeState trigger1 = Root,StateNo = 7200 value = 7300 [State 7061, クロスボンバーへ] type = ChangeState trigger1 = Root,StateNo = 7100 value = 7110 [State 7061, 離す] type = ChangeState triggerall = NumTarget(7000) trigger1 = Root,StateNo != 7050 trigger1 = Root,StateNo != 7060 trigger1 = Root,StateNo != 7070 trigger1 = Root,StateNo != 7080 value = 7090 [State 7061, 離す] type = ChangeState trigger1 = NumTarget(7000) = 0 value = 7090 ;-------------------------------- ; 相手側・馬・拘束弄り [Statedef 7067] type = A movetype= H physics = N [State 7067, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7067, 汎用アニメ] type = ChangeAnim2 Trigger1 = Anim != 7067 Trigger1 = SelfAnimExist(42067) = 0 value = 7067 [State 7067, 専用アニメ] type = ChangeAnim Trigger1 = Anim != 42067 Trigger1 = SelfAnimExist(42067) = 1 value = 42067 [State 7067, 声] type = PlaySnd trigger1 = Time > 42 value = 4218,21+(Random%3) Persistent = 60 [State 7067, 解放] type = ChangeState trigger1 = time > 350 value = 1095 ;--------------------------------------------------------------------------- ; ミノ・拘束揉み [Statedef 7070] type = S movetype= A physics = N sprpriority = 2 [State 7070, リセット] type = VarSet trigger1 = Time = 0 v = 35 value = 0 [State 7070, アニメ変更] type = ChangeAnim trigger1 = Time = 1 value = 1050 [State 7070, 腕] type = Explod trigger1 = Anim = 1050 trigger1 = !Var(50) anim = 1054 ID = 1054 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = -1 IgnoreHitPause = 0 removeongethit = 1 [State 7070, 透過腕] type = Explod trigger1 = Anim = 1050 trigger1 = Var(50) anim = 1054 ID = 1054 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = -1 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7070, 挿入音] type = PlaySnd trigger1 = Anim = 1050 trigger1 = AnimElem = 3 value = 1050,0 [State 7070, ヒット数] type = HitAdd trigger1 = Anim = 1050 trigger1 = AnimElem = 4 value = 1 [State 7070, ゲージ増加] type = PowerAdd trigger1 = Anim = 1050 trigger1 = AnimElem = 4 value = 40 [State 7070, 快感ゲージ増減] type = VarAdd trigger1 = Anim = 1050 trigger1 = AnimElem = 4 var(57) = 125 [State 7070, 派生へ] type = ChangeState triggerall = Anim = 1050 triggerall = AnimTime = 0 triggerall = Var(15) > 0 trigger1 = Var(36) > 0 trigger2 = Var(37) > 0 trigger3 = Var(38) > 0 trigger4 = Var(39) > 0 trigger5 = Var(41) > 0 value = 7040+(Var(36)*40)+(Var(37)*20)+(Var(38)*10)+var(39)+(Var(41)*60) [State 7070, ステート変更] type = ChangeState triggerall = Anim = 1050 trigger1 = AnimTime = 0 trigger1 = var(15) <= 0 trigger2 = !(Helper(7000),NumTarget) value = 999 ;-------------------------------- ;馬・拘束揉み [Statedef 7071] type = S movetype = A physics = S anim = 7041 [State 7071,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7071, 掴んだ相手のステート] type = TargetState trigger1 = Time = 0 value = 7077 [State 7071, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7071, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 5,(-90-(Target,Const(size.head.pos.y)-Target,Const(size.mid.pos.y))/2) [State 7071, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7071, 腕] type = Explod trigger1 = Root,Var(50) = 0 anim = 7042 ID = 7070 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7071, 透過腕] type = Explod trigger1 = Root,Var(50) anim = 7042 ID = 7070 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7071, 多少はダメージ] type = TargetLifeAdd trigger1 = Time > 36 value = floor(-5*(1-Root,fvar(10))) kill = 0 persistent = 60 [State 7071, 拘束舐めへ] type = ChangeState trigger1 = Root,StateNo = 7050 value = 7051 [State 7071, 拘束弄りへ] type = ChangeState trigger1 = Root,StateNo = 7060 value = 7061 [State 7071, 腹パンチへ] type = ChangeState trigger1 = Root,StateNo = 7080 value = 7081 [State 7051, 馬挿入へ] type = ChangeState trigger1 = Root,StateNo = 7200 value = 7300 [State 7071, クロスボンバーへ] type = ChangeState trigger1 = Root,StateNo = 7100 value = 7110 [State 7071, 離す] type = ChangeState triggerall = NumTarget(7000) trigger1 = Root,StateNo != 7050 trigger1 = Root,StateNo != 7060 trigger1 = Root,StateNo != 7070 trigger1 = Root,StateNo != 7080 value = 7090 [State 7071, 離す] type = ChangeState trigger1 = NumTarget(7000) = 0 value = 7090 ;-------------------------------- ; 相手側・馬・拘束揉み [Statedef 7077] type = A movetype= H physics = N [State 7077, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7077, 汎用アニメ] type = ChangeAnim2 Trigger1 = Anim != 7077 Trigger1 = SelfAnimExist(42077) = 0 value = 7077 [State 7077, 専用アニメ] type = ChangeAnim Trigger1 = Anim != 42077 Trigger1 = SelfAnimExist(42077) = 1 value = 42077 [State 7077, 声] type = PlaySnd trigger1 = Time > 40 value = 4218,21+(Random%3) Persistent = 60 [State 7077, 解放] type = ChangeState trigger1 = time > 350 value = 1095 ;--------------------------------------------------------------------------- ; ミノ・腹パンチ [Statedef 7080] type = S movetype= A physics = N sprpriority = 2 [State 7080, リセット] type = VarSet trigger1 = Time = 0 v = 36 value = 0 [State 7080, アニメ変更] type = ChangeAnim trigger1 = Time = 1 value = 7080 [State 7080, ヒットスパーク] type = Explod trigger1 = Anim = 7080 trigger1 = AnimElem = 3 anim = F2 pos = 60, -70 postype = p1 sprpriority = 3 [State 7080, ヒット音] type = PlaySnd trigger1 = Anim = 7080 trigger1 = AnimElem = 3 value = F5,3 [State 7080, ヒット数] type = HitAdd trigger1 = Anim = 7080 trigger1 = AnimElem = 3 value = 1 [State 7080, ゲージ増加] type = PowerAdd trigger1 = Anim = 7080 trigger1 = AnimElem = 3 value = 22 [State 7080, 快感ゲージ増減] type = VarAdd trigger1 = Anim = 7080 trigger1 = AnimElem = 3 var(56) = -240 [State 7080, 派生へ] type = ChangeState triggerall = Anim = 7080 triggerall = AnimTime = 0 triggerall = Var(15) > 0 trigger1 = Var(35) > 0 trigger2 = Var(37) > 0 trigger3 = Var(38) > 0 trigger4 = Var(39) > 0 trigger5 = Var(41) > 0 value = 7040+(Var(35)*30)+(Var(37)*20)+(Var(38)*10)+var(39)+(Var(41)*60) [State 7080, ステート変更] type = ChangeState trigger1 = Anim = 7080 trigger1 = AnimTime = 0 trigger1 = var(15) <= 0 trigger2 = !(Helper(7000),NumTarget) value = 999 ;-------------------------------- ;馬・腹パンチ [Statedef 7081] type = S movetype = A physics = S anim = 7041 [State 7081,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7081, 掴んだ相手のステート] type = TargetState trigger1 = Time = 0 value = 7087 [State 7081, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7081, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 5,-75 [State 7081, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7081, 腕] type = Explod trigger1 = Root,Var(50) = 0 anim = 7042 ID = 7080 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7081, 透過腕] type = Explod trigger1 = Root,Var(50) anim = 7042 ID = 7080 facing = 1 bindtime = -1 removetime = 1 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7081, 多少はダメージ] type = TargetLifeAdd trigger1 = Time > 16 value = floor(-15*(1-Root,fvar(10))) persistent = 45 [State 7081, 拘束舐めへ] type = ChangeState trigger1 = Root,StateNo = 7050 value = 7051 [State 7081, 拘束弄りへ] type = ChangeState trigger1 = Root,StateNo = 7060 value = 7061 [State 7081, 拘束揉みへ] type = ChangeState trigger1 = Root,StateNo = 7070 value = 7071 [State 7051, 馬挿入へ] type = ChangeState trigger1 = Root,StateNo = 7200 value = 7300 [State 7081, クロスボンバーへ] type = ChangeState trigger1 = Root,StateNo = 7100 value = 7110 [State 7081, 離す] type = ChangeState triggerall = NumTarget(7000) trigger1 = Root,StateNo != 7050 trigger1 = Root,StateNo != 7060 trigger1 = Root,StateNo != 7070 trigger1 = Root,StateNo != 7080 value = 7090 [State 7081, 離す] type = ChangeState trigger1 = NumTarget(7000) = 0 value = 7090 ;------------------------- ; 相手側・馬・腹パンチ [Statedef 7087] type = A movetype= H physics = N [State 7087, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7087, 汎用アニメ] type = ChangeAnim2 Trigger1 = Anim != 7087 Trigger1 = SelfAnimExist(42087) = 0 value = 7087 [State 7087, 専用アニメ] type = ChangeAnim Trigger1 = Anim != 42087 Trigger1 = SelfAnimExist(42087) = 1 value = 42087 [State 7087, 声] type = PlaySnd trigger1 = Time > 16 value = 5000,(Random%3)*10 Persistent = 45 [State 7087, 解放] type = ChangeState trigger1 = time > 350 value = 1095 ;------------------------------------------ ;馬・離す [Statedef 7090] type = S movetype= I physics = N [State 7090,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7090, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget(7000) trigger1 = Time = 0 value = 1095 [State 7090, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7090, 無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7090, 退散へ] type = ChangeState trigger1 = Time = 0 value = 7091 ;------------------------------------------ ;馬・退散 [Statedef 7091] type = S movetype= I physics = N velset = -2.5,0 anim = 7021 [State 7091,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7091, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7091, 無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7091, 自壊] type = DestroySelf trigger1 = BackEdgeDist < -60 ;--------------------------------------------------------------------------- ;ミノ本体・ロープに飛ぶ [Statedef 7100] type = A physics = N anim = 7100 velset = -(ifelse(TeamMode=Simul,(270-Helper(7000),RootDist X),BackEdgeDist)*.033),-5 ctrl = 0 sprpriority = 2 [State 7100, ジャンプ] type = null;Velset trigger1 = Time = 0 x = -(ifelse(TeamMode=Simul,(270-Helper(7000),RootDist X),BackEdgeDist)*.033) y = -5 [state 7100, 視点固定ヘルパー] type = Helper trigger1 = NumHelper(7999) = 0 ignorehitpause = 1 name = "Camera" ID = 7999 pos = 160 , 0 postype = back facing = -1 stateno = 7999 keyctrl = 0 ownpal = 1 [State 7100, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7100, 重力] type = VelAdd trigger1 = 1 y = .3 [State 7100, 待機解除] type = ChangeState trigger1 = Vel Y > 0 trigger1 = Pos Y > 0 value = 7101 ;------------------------------------------- ;ミノ本体・着地>ポーズ [Statedef 7101] type = A movetype = A physics = N anim = 7101 velset = 0,0 [State 7101, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7101, 接地] type = PosSet trigger1 = 1 y = 0 [State 7101, 超必殺技発動の時間停止] type = SuperPause trigger1 = Animelem = 3 pos = 42, -90 anim = 100 p2defmul = 1 sound = 20, 0 poweradd = -1000 [State 7101, 待機解除] type = ChangeState trigger1 = AnimTime = 0 value = 7102 ;------------------------------------------- ;ミノ本体・走る [Statedef 7102] type = A movetype = A physics = N anim = 7102 velset = 5,0 [State 7102, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7102, ヒット定義(投げ用)] type = HitDef Trigger1 = time = 0 attr = S, ST guardflag = MA hitflag = MAF priority = 1, Miss sparkno = -1 sprpriority = 1 p1facing = 1 p2facing = 1 p1stateno = 7105 p2stateno = 7125 fall = 1 numhits = 0 ID = 7100 [State 7102, 接地] type = PosSet trigger1 = 1 y = 0 [State 7101, 残像] type = AfterImage trigger1 = Time = 0 time = 2 [State 7101, 残像表示時間] type = AfterImageTime trigger1 = Time >= 0 time = 2 [State 7102, 待機解除] type = ChangeState trigger1 = Time > 120 value = 0 ctrl = 1 ;------------------------------------------- ;ミノ本体・相手を腕にくっつける [Statedef 7105] type = A physics = N [State 7105, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7105, 速度] type = VelMul trigger1 = 1 x = .99 [State 7105, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 15,-110 [State 7105, 残像表示時間] type = AfterImageTime trigger1 = Time >= 0 time = 2 [State 7105, ボンバー!] type = ChangeState trigger1 = Helper(7000),StateNo = 7115 value = 7106 [State 7105, 待機解除] type = ChangeState trigger1 = Time > 120 value = 0 ctrl = 1 ;------------------------------------------- ;ミノ本体・インパクト [Statedef 7106] type = A physics = N velset = 0,0 anim = 7106 [State 7106, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7106, 掴んだ相手のステート] type = TargetState trigger1 = Time = 0 value = 7127 [State 7106, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 15,-115 [State 7106, ヒットスパーク] type = Explod trigger1 = Time = 0 anim = F3 ID = 7106 facing = 1 bindtime = 1 pos = 15,-110 sprpriority = 4 IgnoreHitPause = 0 [State 7106, あけぼのスパーク] type = Explod trigger1 = Time = 0 anim = 7199 ID = 7106 facing = 1 bindtime = 1 postype = left pos = Ceil(160*(var(19)/320.0)),Ceil(120*ifelse(var(19)<=400,1,(var(19)/400.0))) scale = 1.08*(var(19)/320.0),1.26*ifelse(var(19)<=400,1,(var(19)/400.0)) sprpriority = -10 IgnoreHitPause = 0 [State 7106, ヒット音] type = PlaySnd trigger1 = Time = 0 value = 5,3000 volume = 64 [State 7106, ヒット数] type = HitAdd trigger1 = Time = 0 value = 1 [State 7106, ダメージ] type = TargetLifeAdd trigger1 = Time = 0 value = -240 [State 7106, 快感ゲージ増加] type = VarAdd trigger1 = Time = 0 var(56) = floor(-3000*(1-fvar(10))) [State 7106, 画面を揺らす] type = EnvShake trigger1 = Time = 0 time = 30 ampl = 6 freq = 45 [State 7106, 掴んだ相手のステート] type = TargetState trigger1 = NumTarget(7100) trigger1 = Time >= 75 value = 7128 persistent = 0 [State 7106, 残像] type = AfterImage trigger1 = Time = 0 time = 2 [State 7106, 残像表示時間] type = AfterImageTime trigger1 = Time >= 0 time = 2 [State 7106, 駆け抜ける] type = ChangeState trigger1 = Time >= 75 value = 7107 ;------------------------------------------- ;ミノ本体・駆け抜ける [Statedef 7107] type = A movetype = A physics = N anim = 7102 velset = 5,0 [State 7107, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7107, 残像] type = AfterImage trigger1 = Time = 0 time = 2 [State 7107, 残像表示時間] type = AfterImageTime trigger1 = Time >= 0 time = 2 [State 7107, 待機解除] type = ChangeState trigger1 = Time >= 27 value = 7108 ;----------------------------------- ; クロスボンバー・終了 [Statedef 7108] type = S movetype= A physics = N anim = 191 velset = 0 [State 7108, ういー] type = PlaySnd trigger1 = AnimElem = 5 value = 3100,1 [State 7108, アニメ変更] type = ChangeAnim trigger1 = Anim = 191 trigger1 = AnimElem = 5,40 value = 191 elem = 6 [State 7108, ステート変更] type = ChangeState triggerall = AnimTime = 0 trigger1 = Anim = 191 trigger2 = RoundState != 2 value = 999 ;--------------------------------------------------------------------------- ;馬・持ち上げる [Statedef 7110] type = S movetype = A physics = S anim = 7110 [State 7110,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7110, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7110, 掴んだ相手のステート] type = TargetState trigger1 = Time = 0 value = 7120 [State 7110, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) < 0 pos = 65,-145 [State 7110, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) >= 0 pos = 65,-145 [State 7110, 全ての投げに対し無効化] type = NotHitBy trigger1 = 1 value = SCA [State 7110, 前に押す] type = ChangeState trigger1 = AnimTime = 0 value = 7111 ;--------------------------------------------------------------------------- ;馬・前に押す [Statedef 7111] type = S movetype = A physics = S anim = 7111 [State 7111,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7111, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7111, 掴んだ相手のステート] type = TargetState trigger1 = Time = 0 value = 7121 [State 7111, 掴んだ相手のステート] type = TargetState Trigger1 = AnimElem = 8,0 value = 7122 [State 7111, 位置あわせ] type = PosAdd Trigger1 = AnimElem = 5,0 x = 30 [State 7111, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(4) < 0 pos = 65,-145 [State 7111, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0 pos = 60,-105 [State 7111, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0 pos = 30,-105 [State 7111, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0 pos = 30,0 [State 7111, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0 pos = 100,0 [State 7111, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7111, 追いかける] type = ChangeState trigger1 = AnimTime = 0 value = 7112 ;--------------------------------------------------------------------------- ;馬・走る [Statedef 7112] type = S movetype = A physics = N anim = 7025 velset = 4.5,0 [State 7112,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7112, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7112, 位置あわせ] type = PosAdd Trigger1 =Time = 0 x = 45 [State 7112, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7112, 残像] type = AfterImage trigger1 = Time = 0 time = 2 [State 7112, 残像表示時間] type = AfterImageTime trigger1 = Time >= 0 time = 2 [State 7112, ボンバー!] type = ChangeState trigger1 = RootDist X < 10 value = 7115 [State 7112, 帰る] type = ChangeState trigger1 = Time > 90 value = 7090 ;--------------------------------------------------------------------------- ;馬・インパクト [Statedef 7115] type = S movetype = A physics = N velset = 0,0 anim = 7115 [State 7115,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7115, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7115, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7115, 残像] type = AfterImage trigger1 = Time = 0 time = 2 [State 7115, 残像表示時間] type = AfterImageTime trigger1 = Time >= 0 time = 2 [State 7115, 駆け抜ける] type = ChangeState trigger1 = Time > 75 trigger2 = Root,NumTarget = 0 value = 7117 ;--------------------------------------------------------------------------- ;馬・駆け抜ける [Statedef 7117] type = S movetype = A physics = N anim = 7025 velset = 6,0 [State 7117,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7117, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7117, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7117, 残像] type = AfterImage trigger1 = Time = 0 time = 2 [State 7117, 残像表示時間] type = AfterImageTime trigger1 = Time >= 0 time = 2 [State 7117, 帰る] type = DestroySelf trigger1 = Time > 50 value = 7090 ;----------------------------------------- ;相手側・馬・持ち上げる [Statedef 7120] type = A movetype= H physics = N [State 7120, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7120, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 7120 [State 7120, 2] type = SelfState trigger1 = Time > 120 value = 5050 ;----------------------------------------- ;相手側・馬・前に押す [Statedef 7121] type = A movetype= H physics = N [State 7121, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7121, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 7121 [State 7121, 2] type = SelfState trigger1 = Time > 120 value = 5050 ;----------------------------------------- ;相手側・馬・走る [Statedef 7122] type = A movetype= H physics = N [State 7122, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7122, 速度] type = VelSet trigger1 = 1 x = 3 [State 7122, 1] type = ChangeAnim Trigger1 = Time = 0 value = 100 [State 7122, 2] type = SelfState trigger1 = Time > 120 value = 5050 ;----------------------------------------- ;相手側・ミノの腕に [Statedef 7125] type = A movetype= H physics = N [State 7125, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7125, 1] type = ChangeAnim2 Trigger1 = Time = 0 value = 7125 [State 7125, 2] type = SelfState trigger1 = Time > 120 value = 5050 ;----------------------------------------- ;相手側・インパクト [Statedef 7127] type = A movetype= H physics = N [State 7127, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7127, 汎用アニメ] type = ChangeAnim2 Trigger1 = Time = 0 value = 7127 [State 7127, 2] type = SelfState trigger1 = Time > 120 value = 5050 ;--------------------------------- ; 相手側・きりもみ [Statedef 7128] type = A movetype= H physics = N velset = 0,-7 sprpriority = 1 [State 7128, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7128, 飛ぶマスク] type = projectile Trigger1 = Alive = 0 trigger1 = SelfAnimExist(42129) trigger1 = time = 0 ProjID = 7128 Projanim = 42129 Projremanim = 42129 projremovetime = -1 velocity = -(Random*.0015), -4.5 accel = 0,0.15 projheightbound = -240,0 sprpriority = -2 offset = 0,0 [State 7128, 専用アニメ] type = ChangeAnim Trigger1 = Alive = 0 Trigger1 = Anim != 42128 Trigger1 = SelfAnimExist(42128) = 1 value = 42128 [State 7128, 相手のアニメを変更] type = ChangeAnim2 Trigger1 = Anim != 42128 Trigger1 = Time = 0 value = 3051 [State 7128, 相手のアニメを変更] type = ChangeAnim2 Trigger1 = Anim = 3051 Trigger1 = Time = 15 value = 3050 [State 7128, ターン] type = Turn Trigger1 = Facing = 1 [State 7128, カメラ固定] type = ScreenBound trigger1 = 1 value = 1 movecamera = 0,0 [State 7128, 重力] type = VelAdd trigger1 = 1 y = .44 [State 7128, 画面揺れ] type = EnvShake trigger1 = Pos Y >= -5 trigger1 = Vel Y > 0 time = 29 ampl = -9 freq = 120 [State 7128, ダウン] type = ChangeState trigger1 = Pos Y >= -5 trigger1 = Vel Y > 0 value = 3060 ;--------------------------------------------------------------------------- ; 特殊KO用 [Statedef 7129] type = L movetype= H physics = N velset = 0,0 [State 7129, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 7129, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 7129, 6] type = PlaySnd trigger1 = Time = 0 value = F7, 1 [State 7129, 7] type = GameMakeAnim trigger1 = Time = 0 value = 61 pos = 0, 0 under = 1 [State 7129, 11] ;If just died type = ChangeState triggerall = !alive trigger1 = Time >= 30 value = 5150 [State 7129, 11] ;If just died type = SelfState triggerall = alive trigger1 = Time >= 30 value = 5120 ;--------------------------------------------------------------------------- ;ミノ・挿入待機 [Statedef 7200] type = S movetype = A physics = S anim = 7200 sprpriority = 2 [State 7200, リセット] type = VarSet trigger1 = Time = 0 v = 29 value = 0 [State 7200, リセット] type = VarSet trigger1 = Time = 0 v = 16 value = 0 [State 7200, リセット] type = VarSet trigger1 = Time = 0 v = 20 value = 0 [State 7200, 快感リセット] type = VarSet trigger1 = Time = Time <= 5 v = 57 value = 0 [State 7200, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7200, ヒット定義(投げ用)] type = HitDef trigger1 = 1 attr = S, HA hitflag = HF numhits = 0 priority = 1, Miss hitsound = s1,1 sparkno = -1 sprpriority = 1 p1facing = 1 p2facing = 1 p1stateno = 7200+((PrevStateNo-7200)*10) p2stateno = 7200+((PrevStateNo-7200)*10)+5 guard.dist = 0 fall = 1 numhits = 0 ID = 7000 [State 7200, ステート変更] type = ChangeState trigger1 = AnimTime = 0 value = 0 ctrl = 1 ;------------------------- ; ミノ・馬挿入1準備 [Statedef 7201] type = L movetype= A physics = N [State 7201, ステート変更] type = ChangeState trigger1 = Time = 0 value = 7200 ;------------------------- ; ミノ・馬挿入2準備 [Statedef 7202] type = L movetype= A physics = N [State 7202, ステート変更] type = ChangeState trigger1 = Time = 0 value = 7200 ;------------------------- ; ミノ・馬挿入3準備 [Statedef 7203] type = L movetype= A physics = N [State 7203, ステート変更] type = ChangeState trigger1 = Time = 0 value = 7200 ;------------------------- ; ミノ・馬挿入4準備 [Statedef 7204] type = L movetype= A physics = N [State 7204, ステート変更] type = ChangeState trigger1 = Time = 0 value = 7200 ;----------------------------------------- ; 相手側・馬挿入・引渡し [Statedef 7205] type = S movetype= H physics = N sprpriority = 1 [State 7205, カメラは追わない] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7205, 相手のアニメ指定] type = ChangeAnim2 Trigger1 = Time = 0 value = 7205 [State 7205, 相手に戻す] type = SelfState trigger1 = Time > 120 value = 5050 ;--------------------------------------------------------------------------- ; ミノ・後背口淫・移行 [Statedef 7210] type = L movetype= A physics = N anim = 7210 [State 7210, 幅] type = Width trigger1 = 1 edge = 65, 0 [State 7210, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 0 value = 7205 [State 7210, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) < 0 pos = 45, 0 [State 7210, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 pos = 25, 0 [State 7210, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 40 value = 7215 [State 7210, 表示順] type = SprPriority trigger1 = AnimElem = 2 value = -1 [State 7210, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(7) < 0 pos = 20, 0 [State 7210, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(7) >= 0 pos = 34, -25 [State 7210, 相手を失敗へ] type = TargetState trigger1 = Var(16)+Var(56) < 6000 trigger1 = AnimElem = 3 value = 1895 [State 7210, 失敗へ] type = ChangeState trigger1 = Var(16)+Var(56) < 6000 trigger1 = AnimElem = 3 value = 1890 [State 7210, 煙] type = Explod trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = Time = 58 anim = 1693 ID = 1630 facing = 1 bindtime = -1 removetime = -2 pos = 25,0 scale = .5,.5 sprpriority = 5 IgnoreHitPause = 0 removeongethit = 1 [State 7210, ぼわん] type = PlaySnd trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = Time = 58 value = 1609,0 volume = 128 [State 7210, 一段階目へ] type = ChangeState trigger1 = Time = 76 value = 7211 ;--------------------------------------------------------------------------- ; ミノ・後背口淫・1段階目 [Statedef 7211] type = L movetype= A physics = N anim = 1611 sprpriority = -1 [State 7211, 段階設定] type = VarSet trigger1 = 1 v = 20 value = 1 [State 7211, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7216 trigger2 = AnimElem = 1,1 value = 7216 [State 7211, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 34, -25 [State 7211, 腕] type = Explod trigger1 = !Var(50) trigger1 = AnimElem = 1,1 anim = 1651 ID = 7211 facing = 1 bindtime = -1 removetime = 61 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7211, 透過腕] type = Explod trigger1 = Var(50) trigger1 = AnimElem = 1,1 anim = 1651 ID = 7211 facing = 1 bindtime = -1 removetime = 61 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7211, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 value = 1600,Random % 7 volume = 255 [State 7211, ヒット数] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 7211, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = -1 kill = 0 [State 7211, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = 15 [State 7211, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 3 var(57) = 100 [State 7211, 2段階目へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(21) value = 7212 [State 7211, 体位変更へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(22) trigger2 = Var(23) trigger3 = Var(24) value = 7400 [State 7211, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 300 value = 1695 [State 7211, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 300 value = 1690 ;--------------------------------------------------------------------------- ; ミノ・後背口淫・2段階目 [Statedef 7212] type = L movetype= A physics = N anim = 1612 sprpriority = -1 [State 7212, 段階設定] type = VarSet trigger1 = Time = 0 v = 20 value = 2 [State 7212, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7217 trigger2 = AnimElem = 1,1 value = 7217 [State 7212, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 34, -25 [State 7212, 腕] type = Explod trigger1 = !Var(50) trigger1 = AnimElem = 1,1 anim = 1652 ID = 7212 facing = 1 bindtime = -1 removetime = 31 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7212, 透過腕] type = Explod trigger1 = Var(50) trigger1 = AnimElem = 1,1 anim = 1652 ID = 7212 facing = 1 bindtime = -1 removetime = 31 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7212, ヒット数] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 7212, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = -1 kill = 0 [State 7212, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = 15 [State 7212, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 3 var(57) = 100 [State 7212, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 value = 1600,Random % 7 volume = 255 [State 7212, 3段階目へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(21) value = 7213 [State 7212, 体位変更へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(22) trigger2 = Var(23) trigger3 = Var(24) value = 7400 [State 7212, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 240 value = 1695 [State 7212, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 240 value = 1690 ;--------------------------------------------------------------------------- ; ミノ・後背口淫・3段階目 [Statedef 7213] type = L movetype= A physics = N anim = 1613 sprpriority = -1 [State 7213, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7218 trigger2 = AnimElem = 1,1 value = 7218 [State 7213, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 34, -25 [State 7213, 腕] type = Explod trigger1 = !Var(50) trigger1 = AnimElem = 1,1 anim = 1653 ID = 7213 facing = 1 bindtime = -1 removetime = 16 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7213, 透過腕] type = Explod trigger1 = Var(50) trigger1 = AnimElem = 1,1 anim = 1653 ID = 7213 facing = 1 bindtime = -1 removetime = 16 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7213, ヒット数] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 7213, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = -1 kill = 0 [State 7213, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = 15 [State 7213, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 3 var(57) = 100 [State 7213, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 value = 1600,Random % 7 volume = 255 [State 7213, フィニッシュへ] type = ChangeState triggerall = !Var(52) trigger1 = Time >= 120 value = 7214 [State 7213, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 180 value = 1695 [State 7213, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 180 value = 1690 ;--------------------------------------------------------------------------- ; ミノ・後背口淫・フィニッシュ [Statedef 7214] type = L movetype= A physics = N anim = 1614 [State 7214, 超必殺技発動の時間停止] type = SuperPause trigger1 = Time = 0 pos = 10, -15 anim = ifelse(Var(56) >= 10000,101,100) p2defmul = 1 sound = 20, ifelse(Var(56) >= 10000,1,0) poweradd = -1000 [State 7214, 声] type = PlaySnd trigger1 = Time = 1 value = 11,0 channel = 0 [State 7214, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7219 trigger2 = AnimElemTime(20) < 0 value = 7219 [State 7214, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(19) < 0 pos = 34, -25 [State 7214, 腕] type = Explod trigger1 = !Var(50) trigger1 = AnimElem = 1,1 anim = 1654 ID = 1614 facing = 1 bindtime = -1 removetime = -2 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7214, 透過腕] type = Explod trigger1 = Var(50) trigger1 = AnimElem = 1,1 anim = 1654 ID = 7214 facing = 1 bindtime = -1 removetime = -2 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7214, ヒット数] type = HitAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 value = 1 [State 7214, フィニッシュダメージ] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -Ceil((Var(56)*.01)+(Var(57)*.05))+ifelse(Var(56)>=10000,-80,0) kill = IfElse(fvar(39),0,1) [State 7214, 多少はダメージ] type = TargetLifeAdd triggerall = NumTarget triggerall = Target,Alive trigger1 = AnimElem = 10 trigger2 = AnimElem = 17 value = -20 kill = 0 [State 7214, ゲージ増加] type = PowerAdd trigger1 = AnimElem = 10 trigger2 = AnimElem = 17 value = 15 [State 7214, 快感ゲージ増加] type = VarAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 var(57) = 100 [State 7214, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 value = 1600,Random % 7 volume = 255 [State 1814, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 value = 3652,0 [State 7214, 相手をダウンへ] type = TargetState trigger1 = AnimElem = 20 value = 1697 [State 7214, 事後へ] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(RoundState = 2,1680,999) ;------------------------- ; 相手側・後背口淫・移行 [Statedef 7215] type = L movetype= H physics = N [State 7215, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7215, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42215) trigger1 = time = 0 value = 42215 [State 7215, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42215) trigger1 = time = 0 value = 7215 [State 7215, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7210,7214] value = 1697 ;------------------------- ; 相手側・後背口淫・1段階目 [Statedef 7216] type = L movetype= H physics = N [State 7216, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7216, 悲鳴] type = PlaySnd trigger1 = Time > 28 value = 4218,21+(Random%3)+(SelfAnimExist(36693)*100) Persistent = 60 [State 7216, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42216) trigger1 = time = 0 value = 42216 [State 7216, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42216) trigger1 = time = 0 value = 7216 [State 7216, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42211) trigger1 = Time = 0 anim = 42211 ID = 42211 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7216, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7210,7214] value = 1697 ;------------------------- ; 相手側・後背口淫・2段階目 [Statedef 7217] type = L movetype= H physics = N [State 7217, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7217, 悲鳴] type = PlaySnd trigger1 = Time > 14 value = 4218,21+(Random%2)+(SelfAnimExist(36693)*100) Persistent = 30 [State 7217, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42217) trigger1 = time = 0 value = 42217 [State 7217, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42217) trigger1 = time = 0 value = 7217 [State 7217, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42211 [State 7217, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42212) trigger1 = Time = 0 anim = 42212 ID = 42212 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7217, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7210,7214] value = 1697 ;------------------------- ; 相手側・後背口淫・3段階目 [Statedef 7218] type = L movetype= H physics = N [State 7218, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7218, 悲鳴] type = PlaySnd trigger1 = Time > 7 value = 4218,21+(SelfAnimExist(36693)*100) Persistent = 15 [State 7218, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42218) trigger1 = time = 0 value = 42218 [State 7218, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42218) trigger1 = time = 0 value = 7218 [State 7218, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42212 [State 7218, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42213) trigger1 = Time = 0 anim = 42213 ID = 42213 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7218, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7210,7214] value = 1697 ;------------------------- ; 相手側・後背口淫・フィニッシュ [Statedef 7219] type = L movetype= H physics = N [State 7219, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7219, 長い悲鳴] type = PlaySnd trigger1 = Alive trigger1 = Time = 7 value = 11,0 [State 7219, 悲鳴] type = PlaySnd trigger1 = Time = 45 trigger2 = Time = 84 value = 4218,21+(SelfAnimExist(36693)*100) [State 7219, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42219) trigger1 = time = 0 value = 42219 [State 7219, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42219) trigger1 = time = 0 value = 7219 [State 7219, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42213 [State 7219, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42214) trigger1 = Time = 0 anim = 42214 ID = 42214 facing = 1 bindtime = -1 removetime = 96 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7219, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7210,7214] value = 1697 ;--------------------------------------------------------------------------- ; ミノ・正常拘束・移行 [Statedef 7220] type = L movetype= A physics = N anim = 7220 [State 7210, 幅] type = Width trigger1 = 1 edge = 65, 0 [State 7220, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 0 value = 7205 [State 7220, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) < 0 pos = 45, 0 [State 7220, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 pos = 25, 0 [State 7220, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 40 value = 7225 [State 7220, 表示順下げ] type = SprPriority trigger1 = AnimElem = 2 value = -1 [State 7220, 表示順上げ] type = SprPriority trigger1 = AnimElem = 5 value = 3 [State 7220, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0 pos = 20, 0 [State 7220, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(5) >= 0 pos = 24, -10 [State 7220, 相手を失敗へ] type = TargetState trigger1 = Var(16)+Var(56) < 6000 trigger1 = AnimElem = 3 value = 1895 [State 7220, 失敗へ] type = ChangeState trigger1 = Var(16)+Var(56) < 6000 trigger1 = AnimElem = 3 value = 1890 [State 7220, 煙] type = Explod trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = Time = 58 anim = 1693 ID = 1630 facing = 1 bindtime = -1 removetime = -2 pos = 25,15 scale = .75,.5 sprpriority = 5 IgnoreHitPause = 0 removeongethit = 1 [State 7220, ぼわん] type = PlaySnd trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = Time = 58 value = 1609,0 volume = 128 [State 7220, 一段階目へ] type = ChangeState trigger1 = Time = 76 value = 7221 ;--------------------------------------------------------------------------- ; ミノ・正常拘束・1段階目 [Statedef 7221] type = L movetype= A physics = N anim = 1621 sprpriority = 3 [State 7221, 段階設定] type = VarSet trigger1 = Time = 0 v = 20 value = 1 [State 7221, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7226 trigger2 = AnimElem = 1,1 value = 7226 [State 7221, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 24, -10 [State 7221, ヒット数] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State 7221, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 4 value = -1 kill = 0 [State 7221, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 4 value = 15 [State 7221, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 4 var(57) = 100 [State 7221, 挿入音] type = PlaySnd trigger1 = AnimElem = 4 value = 1600,Random % 7 volume = 255 [State 7221, 2段階目へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(22) value = 7222 [State 7221, 体位変更へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(21) trigger2 = Var(23) trigger3 = Var(24) value = 7400 [State 7221, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 300 value = 1695 [State 7221, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 300 value = 1690 ;--------------------------------------------------------------------------- ; ミノ・正常拘束・2段階目 [Statedef 7222] type = L movetype= A physics = N anim = 1622 sprpriority = 3 [State 7222, 段階設定] type = VarSet trigger1 = Time = 0 v = 20 value = 2 [State 7222, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7227 trigger2 = AnimElem = 1,1 value = 7227 [State 7222, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 24, -10 [State 7222, ヒット数] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State 7222, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 4 value = -1 kill = 0 [State 7222, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 4 value = 15 [State 7222, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 4 var(57) = 100 [State 7222, 挿入音] type = PlaySnd trigger1 = AnimElem = 4 value = 1600,Random % 7 volume = 255 [State 7222, 3段階目へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(22) value = 7223 [State 7222, 体位変更へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(21) trigger2 = Var(23) trigger3 = Var(24) value = 7400 [State 7222, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 240 value = 1695 [State 7222, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 240 value = 1690 ;--------------------------------------------------------------------------- ; ミノ・正常拘束・3段階目 [Statedef 7223] type = L movetype= A physics = N anim = 1623 sprpriority = 3 [State 7223, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7228 trigger2 = AnimElem = 1,1 value = 7228 [State 7223, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 24, -10 [State 7223, ヒット数] type = HitAdd trigger1 = AnimElem = 4 value = 1 [State 7223, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 4 value = -1 kill = 0 [State 7223, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 4 value = 15 [State 7223, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 4 var(57) = 100 [State 7223, 挿入音] type = PlaySnd trigger1 = AnimElem = 4 value = 1600,Random % 7 volume = 255 [State 7223, フィニッシュへ] type = ChangeState triggerall = !Var(52) trigger1 = Time >= 120 value = 7224 [State 7223, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 180 value = 1695 [State 7223, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 180 value = 1690 ;--------------------------------------------------------------------------- ; ミノ・正常拘束・フィニッシュ [Statedef 7224] type = L movetype= A physics = N anim = 1624 [State 7224, 超必殺技発動の時間停止] type = SuperPause trigger1 = Time = 0 pos = 10, -15 anim = ifelse(Var(56) >= 10000,101,100) p2defmul = 1 sound = 20, ifelse(Var(56) >= 10000,1,0) poweradd = -1000 [State 7224, 声] type = PlaySnd trigger1 = Time = 1 value = 11,0 channel = 0 [State 7224, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7229 trigger2 = AnimElemTime(6) < 0 value = 7229 [State 7224, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(8) < 0 pos = 24, -10 [State 7224, ヒット数] type = HitAdd trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 value = 1 [State 7224, フィニッシュダメージ] type = TargetLifeAdd trigger1 = AnimElem = 1,1 value = -Ceil((Var(56)*.01)+(Var(57)*.05))+ifelse(Var(56)>=10000,-80,0) kill = IfElse(fvar(39),0,1) [State 7224, 多少はダメージ] type = TargetLifeAdd triggerall = NumTarget triggerall = Target,Alive trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 value = -10 kill = 0 [State 7224, ゲージ増加] type = PowerAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 5 value = 15 [State 7224, 快感ゲージ増加] type = VarAdd trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 var(57) = 100 [State 7224, 挿入音] type = PlaySnd trigger1 = AnimElem = 1 trigger2 = AnimElem = 3 trigger3 = AnimElem = 5 value = 1600,Random % 7 volume = 255 [State 1614, 挿入音] type = PlaySnd trigger1 = time = 20 trigger2 = time = 56 trigger3 = time = 86 value = 3652,0 [State 7224, 移動] type = PosAdd trigger1 = AnimElem = 8 trigger2 = AnimElem = 10 trigger3 = AnimElem = 12 x = -22 [State 7224, 相手をダウンへ] type = TargetState trigger1 = AnimTime = 0 value = 1699 [State 7224, 事後へ] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(RoundState = 2,1680,999) ;------------------------- ; 相手側・正常拘束・移行 [Statedef 7225] type = L movetype= H physics = N [State 7225, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7225, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42225) trigger1 = time = 0 value = 42225 [State 7235, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42225) trigger1 = time = 0 value = 7225 [State 7225, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7220,7224] value = 1697 ;------------------------- ; 相手側・正常拘束・1段階目 [Statedef 7226] type = L movetype= H physics = N [State 7226, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7226, 悲鳴] type = PlaySnd trigger1 = Time > 28 value = 4218,21+(Random%3)+(SelfAnimExist(36693)*100) Persistent = 60 [State 7226, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42226) trigger1 = time = 0 value = 42226 [State 7226, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42226) trigger1 = time = 0 value = 7226 [State 7226, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42221) trigger1 = Time = 0 anim = 42221 ID = 42221 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7226, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7220,7224] value = 1697 ;------------------------- ; 相手側・正常拘束・2段階目 [Statedef 7227] type = L movetype= H physics = N [State 7227, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7227, 悲鳴] type = PlaySnd trigger1 = Time > 14 value = 4218,21+(Random%2)+(SelfAnimExist(36693)*100) Persistent = 30 [State 7227, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42227) trigger1 = time = 0 value = 42227 [State 7227, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42227) trigger1 = time = 0 value = 7227 [State 7227, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42221 [State 7227, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42222) trigger1 = Time = 0 anim = 42222 ID = 42222 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7227, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7220,7224] value = 1697 ;------------------------- ; 相手側・正常拘束・3段階目 [Statedef 7228] type = L movetype= H physics = N [State 7228, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7228, 悲鳴] type = PlaySnd trigger1 = Time > 7 value = 4218,21+(SelfAnimExist(36693)*100) Persistent = 15 [State 7228, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42228) trigger1 = time = 0 value = 42228 [State 7228, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42228) trigger1 = time = 0 value = 7228 [State 7228, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42222 [State 7228, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42223) trigger1 = Time = 0 anim = 42223 ID = 42223 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7228, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7220,7224] value = 1697 ;------------------------- ; 相手側・正常拘束・フィニッシュ [Statedef 7229] type = L movetype= H physics = N [State 7229, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7229, 長い悲鳴] type = PlaySnd trigger1 = Alive trigger1 = Time = 7 value = 11,0 [State 7229, 悲鳴] type = PlaySnd trigger1 = Time = 45 trigger2 = Time = 84 value = 4218,21+(SelfAnimExist(36693)*100) [State 7229, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42229) trigger1 = time = 0 value = 42229 [State 7229, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42229) trigger1 = time = 0 value = 7229 [State 7229, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42223 [State 7229, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42224) trigger1 = Time = 0 anim = 42224 ID = 42224 facing = 1 bindtime = -1 removetime = 96 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7229, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7220,7224] value = 1697 ;--------------------------------------------------------------------------- ; 騎乗後背・引き寄せ [Statedef 7230] type = L movetype= A physics = N anim = 7230 [State 7230, ぱしっ] type = PlaySnd trigger1 = Time = 0 value = 1,1 [State 7230, 幅] type = Width trigger1 = 1 edge = 65, 0 [State 7230, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 0 value = 7205 [State 7230, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) < 0 pos = 45, 0 [State 7230, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 pos = 25, 0 [State 7230, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 40 value = 7235 [State 7230, 表示順下げ] type = SprPriority trigger1 = AnimElem = 2 value = -1 [State 7230, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0 pos = 24, 0 [State 7230, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0 pos = 34, -25 [State 7230, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(5) >= 0 pos = 15, -40 [State 7230, 相手を失敗へ] type = TargetState trigger1 = Var(16)+Var(56) < 6000 trigger1 = AnimElem = 3 value = 1695 [State 7230, 失敗へ] type = ChangeState trigger1 = Var(16)+Var(56) < 6000 trigger1 = AnimElem = 3 value = 1890 [State 7230, 煙] type = Explod trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = Time = 58 anim = 1693 ID = 1630 facing = 1 bindtime = -1 removetime = -2 pos = 15,0 scale = .5,.5 sprpriority = 5 IgnoreHitPause = 0 removeongethit = 1 [State 7230, ぼわん] type = PlaySnd trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = Time = 58 value = 1609,0 volume = 128 [State 7230, 一段階目へ] type = ChangeState trigger1 = Time = 76 value = 7231 ;--------------------------------------------------------------------------- ; 騎乗後背・1段階目 [Statedef 7231] type = L movetype= A physics = N anim = 1631 sprpriority = -1 [State 7231, 段階設定] type = VarSet trigger1 = Time = 0 v = 20 value = 1 [State 7231, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7236 trigger2 = AnimElem = 1,1 value = 7236 [State 7231, 掴んだ相手の位置] type = TargetBind trigger1 = Target,Anim = 7236 trigger1 = AnimElemTime(2) < 0 trigger2 = Target,Anim = 1636 trigger2 = AnimElemTime(5) >= 0 trigger3 = Target,Anim != 7236 pos = 15, -40 [State 7231, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim = 7236 trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 pos = 15, -50 [State 7231, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim = 7236 trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0 pos = 15, -45 [State 7231, ヒット数] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 7231, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 2 value = -1 kill = 0 [State 7231, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 2 value = 15 [State 7231, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 2 var(57) = 100 [State 7231, 挿入音] type = PlaySnd trigger1 = AnimElem = 2 value = 1600,Random % 7 volume = 255 [State 7231, 2段階目へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(23) value = 7232 [State 7231, 体位変更へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(21) trigger2 = Var(22) trigger3 = Var(24) value = 7400 [State 7231, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 300 value = 1695 [State 7231, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 300 value = 1690 ;--------------------------------------------------------------------------- ; 騎乗後背・2段階目 [Statedef 7232] type = L movetype= A physics = N anim = 1632 sprpriority = -1 [State 7232, 段階設定] type = VarSet trigger1 = Time = 0 v = 20 value = 2 [State 7232, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7237 trigger2 = AnimElem = 1,1 value = 7237 [State 7232, 掴んだ相手の位置] type = TargetBind trigger1 = Target,Anim = 7237 trigger1 = AnimElemTime(2) < 0 trigger2 = Target,Anim = 7237 trigger2 = AnimElemTime(5) >= 0 trigger3 = Target,Anim != 7237 pos = 15, -40 [State 7232, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim = 7237 trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 pos = 15, -50 [State 7232, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim = 7237 trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0 pos = 15, -45 [State 7232, ヒット数] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 7232, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 2 value = -1 kill = 0 [State 7232, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 2 value = 15 [State 7232, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 2 var(57) = 100 [State 7232, 挿入音] type = PlaySnd trigger1 = AnimElem = 2 value = 1600,Random % 7 volume = 255 [State 7232, 3段階目へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(23) value = 7233 [State 7232, 体位変更へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(21) trigger2 = Var(22) trigger3 = Var(24) value = 7400 [State 7232, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 240 value = 1695 [State 7232, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 240 value = 1690 ;--------------------------------------------------------------------------- ; 騎乗後背・3段階目 [Statedef 7233] type = L movetype= A physics = N anim = 1633 sprpriority = -1 [State 7233, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7238 trigger2 = AnimElem = 1,1 value = 7238 [State 7233, 掴んだ相手の位置] type = TargetBind trigger1 = Target,Anim = 7238 trigger1 = AnimElemTime(2) < 0 trigger2 = Target,Anim = 7238 trigger2 = AnimElemTime(5) >= 0 trigger3 = Target,Anim != 7238 pos = 15, -40 [State 7233, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim = 7238 trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 pos = 15, -50 [State 7233, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim = 7238 trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0 pos = 15, -45 [State 7233, ヒット数] type = HitAdd trigger1 = AnimElem = 2 value = 1 [State 7233, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 2 value = -1 kill = 0 [State 7233, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 2 value = 15 [State 7233, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 2 var(57) = 100 [State 7233, 挿入音] type = PlaySnd trigger1 = AnimElem = 2 value = 1600,Random % 7 volume = 255 [State 7233, フィニッシュへ] type = ChangeState triggerall = !Var(52) trigger1 = Time >= 120 value = 7234 [State 7233, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 180 value = 1695 [State 7233, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 180 value = 1690 ;--------------------------------------------------------------------------- ; 騎乗後背・フィニッシュ [Statedef 7234] type = L movetype= A physics = N anim = 1634 [State 7234, 超必殺技発動の時間停止] type = SuperPause trigger1 = Time = 0 pos = 15, -30 anim = ifelse(Var(56) >= 10000,101,100) p2defmul = 1 sound = 20, ifelse(Var(56) >= 10000,1,0) poweradd = -1000 [State 7234, 声] type = PlaySnd trigger1 = Time = 1 value = 11,0 channel = 0 [State 7234, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7239 trigger2 = AnimElemTime(13) < 0 value = 7239 [State 7234, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim != 7239 trigger1 = AnimElemTime(13) < 0 pos = 15, -40 [State 7234, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim = 7239 trigger1 = AnimElemTime(2) < 0 trigger2 = AnimElemTime(5) >= 0 && AnimElemTime(7) < 0 trigger3 = AnimElemTime(10) >= 0 && AnimElemTime(12) < 0 pos = 15, -40 [State 7234, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim = 7239 trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 trigger2 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0 trigger3 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0 pos = 15, -50 [State 7234, 掴んだ相手の位置] type = TargetBind triggerall = Target,Anim = 7239 trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0 trigger2 = AnimElemTime(8) >= 0 && AnimElemTime(10) < 0 pos = 15, -45 [State 7234, ヒット数] type = HitAdd trigger1 = AnimElem = 2 trigger2 = AnimElem = 7 trigger3 = AnimElem = 12 value = 1 [State 7234, フィニッシュダメージ] type = TargetLifeAdd trigger1 = AnimElem = 2 value = -Ceil((Var(56)*.01)+(Var(57)*.05))+ifelse(Var(56)>=10000,-80,0) kill = IfElse(fvar(39),0,1) [State 7234, 多少はダメージ] type = TargetLifeAdd triggerall = NumTarget triggerall = Target,Alive trigger1 = AnimElem = 7 trigger2 = AnimElem = 12 value = -20 kill = 0 [State 7234, ゲージ増加] type = PowerAdd trigger1 = AnimElem = 7 trigger2 = AnimElem = 12 value = 15 [State 7234, 快感ゲージ増加] type = VarAdd trigger1 = AnimElem = 2 trigger2 = AnimElem = 7 trigger3 = AnimElem = 12 var(57) = 100 [State 7234, 挿入音] type = PlaySnd trigger1 = AnimElem = 2 trigger2 = AnimElem = 7 trigger3 = AnimElem = 12 value = 1600,Random % 7 volume = 255 [State 1814, 挿入音] type = PlaySnd trigger1 = AnimElem = 2 trigger2 = AnimElem = 7 trigger3 = AnimElem = 12 value = 3652,0 [State 1814, 挿入音] type = PlaySnd trigger1 = AnimElem = 2 trigger2 = AnimElem = 7 trigger3 = AnimElem = 12 value = 20000,0 [State 7234, 相手をダウンへ] type = TargetState trigger1 = AnimElem = 13 value = 1697 [State 7234, 事後へ] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(RoundState = 2,1680,999) ;------------------------- ; 相手側・騎乗後背・移行 [Statedef 7235] type = L movetype= H physics = N [State 7235, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7235, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42235) trigger1 = time = 0 value = 42235 [State 7235, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42235) trigger1 = time = 0 value = 7235 [State 7235, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7230,7234] value = 1697 ;------------------------- ; 相手側・騎乗後背・1段階目 [Statedef 7236] type = L movetype= H physics = N [State 7236, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7236, 悲鳴] type = PlaySnd trigger1 = Time > 28 value = 4218,21+(Random%3)+(SelfAnimExist(36693)*100) Persistent = 60 [State 7236, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42236) trigger1 = time = 0 value = 42236 [State 7236, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42236) trigger1 = time = 0 value = 7236 [State 7236, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7230,7234] value = 1697 ;------------------------- ; 相手側・騎乗後背・2段階目 [Statedef 7237] type = L movetype= H physics = N [State 7237, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7237, 悲鳴] type = PlaySnd trigger1 = Time > 14 value = 4218,21+(Random%2)+(SelfAnimExist(36693)*100) Persistent = 30 [State 7237, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42237) trigger1 = time = 0 value = 42237 [State 7237, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42237) trigger1 = time = 0 value = 7237 [State 7237, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7230,7234] value = 1697 ;------------------------- ; 相手側・騎乗後背・3段階目 [Statedef 7238] type = L movetype= H physics = N [State 7238, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7238, 悲鳴] type = PlaySnd trigger1 = Time > 7 value = 4218,21+(SelfAnimExist(36693)*100) Persistent = 15 [State 7238, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42238) trigger1 = time = 0 value = 42238 [State 7238, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42238) trigger1 = time = 0 value = 7238 [State 7238, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7230,7234] value = 1697 ;------------------------- ; 相手側・騎乗後背・フィニッシュ [Statedef 7239] type = L movetype= H physics = N [State 7239, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7239, 長い悲鳴] type = PlaySnd trigger1 = Alive trigger1 = Time = 7 value = 11,0 [State 7239, 悲鳴] type = PlaySnd trigger1 = Time = 45 trigger2 = Time = 84 value = 4218,21+(SelfAnimExist(36693)*100) [State 7239, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42239) trigger1 = time = 0 value = 42239 [State 7239, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42239) trigger1 = time = 0 value = 7239 [State 7239, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7230,7234] value = 1697 ;--------------------------------------------------------------------------- ; ミノ・サンドイッチ・移行 [Statedef 7240] type = L movetype= A physics = N anim = 7240 [State 7240, 幅] type = Width trigger1 = 1 edge = 65, 0 [State 7240, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 0 value = 7205 [State 7240, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) < 0 pos = 45, 0 [State 7240, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 40 value = 7245 [State 7240, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0 pos = 40, -80 [State 7240, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(3) >= 0 pos = 10, -48 [State 7240, 相手を失敗へ] type = TargetState trigger1 = Var(16)+Var(56) < 6000 trigger1 = AnimElem = 3 value = 1895 [State 7240, 失敗へ] type = ChangeState trigger1 = Var(16)+Var(56) < 6000 trigger1 = AnimElem = 3 value = 1890 [State 7240, 煙] type = Explod trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = Time = 58 anim = 1693 ID = 1630 facing = 1 bindtime = -1 removetime = -2 pos = 10,-45 scale = .5,.5 sprpriority = 5 IgnoreHitPause = 0 removeongethit = 1 [State 7240, ぼわん] type = PlaySnd trigger1 = NumTarget trigger1 = Target,SelfAnimExist(36693) = 1 trigger1 = Time = 58 value = 1609,0 volume = 128 [State 7240, 一段階目へ] type = ChangeState trigger1 = Time = 76 value = 7241 ;--------------------------------------------------------------------------- ; ミノ・サンドイッチ・1段階目 [Statedef 7241] type = L movetype= A physics = N anim = 7241 sprpriority = 3 [State 7241, 段階設定] type = VarSet trigger1 = 1 v = 20 value = 1 [State 7241, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7246 trigger2 = AnimElem = 1,1 value = 7246 [State 7241, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 10, -48 [State 7241, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 value = 1600,Random % 7 volume = 255 [State 7241, ヒット数] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 7241, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = -1 kill = 0 [State 7241, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = 15 [State 7241, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 3 var(57) = 100 [State 7241, 2段階目へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(24) value = 7242 [State 7241, 体位変更へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(21) trigger2 = Var(22) trigger3 = Var(23) value = 7400 [State 7241, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 300 value = 1695 [State 7241, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 300 value = 1690 ;--------------------------------------------------------------------------- ; ミノ・サンドイッチ・2段階目 [Statedef 7242] type = L movetype= A physics = N anim = 7242 sprpriority = 3 [State 7242, 段階設定] type = VarSet trigger1 = Time = 0 v = 20 value = 2 [State 7242, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7247 trigger2 = AnimElem = 1,1 value = 7247 [State 7242, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 10, -48 [State 7242, ヒット数] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 7242, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = -1 kill = 0 [State 7242, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = 15 [State 7242, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 3 var(57) = 100 [State 7242, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 value = 1600,Random % 7 volume = 255 [State 7242, 3段階目へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(24) value = 7243 [State 7242, 体位変更へ] type = ChangeState triggerall = AnimTime = 0 trigger1 = Var(21) trigger2 = Var(22) trigger3 = Var(23) value = 7400 [State 7242, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 240 value = 1695 [State 7242, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 240 value = 1690 ;--------------------------------------------------------------------------- ; ミノ・サンドイッチ・3段階目 [Statedef 7243] type = L movetype= A physics = N anim = 7243 sprpriority = 3 [State 7243, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7248 trigger2 = AnimElem = 1,1 value = 7248 [State 7243, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 10, -48 [State 7243, ヒット数] type = HitAdd trigger1 = AnimElem = 3 value = 1 [State 7243, 多少はダメージ] type = TargetLifeAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = -1 kill = 0 [State 7243, ゲージ増加] type = PowerAdd triggerall = !Var(52) trigger1 = AnimElem = 3 value = 15 [State 7243, 快感ゲージ増加] type = VarAdd triggerall = !Var(52) trigger1 = AnimElem = 3 var(57) = 100 [State 7243, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 value = 1600,Random % 7 volume = 255 [State 7243, フィニッシュへ] type = ChangeState triggerall = !Var(52) trigger1 = Time >= 120 value = 7244 [State 7243, 相手を失敗へ] type = TargetState triggerall = !Var(52) trigger1 = Time > 180 value = 1695 [State 7243, 失敗へ] type = ChangeState triggerall = !Var(52) trigger1 = Time > 180 value = 1690 ;--------------------------------------------------------------------------- ; ミノ・サンドイッチ・フィニッシュ [Statedef 7244] type = L movetype= A physics = N anim = 7244 [State 7244, 超必殺技発動の時間停止] type = SuperPause trigger1 = Time = 0 pos = 2, -60 anim = ifelse(Var(56) >= 10000,101,100) p2defmul = 1 sound = 20, ifelse(Var(56) >= 10000,1,0) poweradd = -1000 [State 7244, 声] type = PlaySnd trigger1 = Time = 1 value = 11,0 channel = 0 [State 7244, 掴んだ相手のステート変更] type = TargetState triggerall = NumTarget trigger1 = Time = 0 trigger2 = Target,StateNo != 7249 trigger2 = AnimElemTime(20) < 0 value = 7249 [State 7244, 掴んだ相手の位置] type = TargetBind trigger1 = AnimElemTime(19) < 0 pos = 10, -48 [State 7244, ヒット数] type = HitAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 value = 1 [State 7244, フィニッシュダメージ] type = TargetLifeAdd trigger1 = AnimElem = 3 value = -Ceil((Var(56)*.01)+(Var(57)*.05))+ifelse(Var(56)>=10000,-80,0) kill = IfElse(fvar(39),0,1) [State 7244, 多少はダメージ] type = TargetLifeAdd triggerall = NumTarget triggerall = Target,Alive trigger1 = AnimElem = 10 trigger2 = AnimElem = 17 value = -20 kill = 0 [State 7244, ゲージ増加] type = PowerAdd trigger1 = AnimElem = 10 trigger2 = AnimElem = 17 value = 15 [State 7244, 快感ゲージ増加] type = VarAdd trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 var(57) = 100 [State 7244, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 value = 1600,Random % 7 volume = 255 [State 1814, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 value = 3652,0 [State 1814, 挿入音] type = PlaySnd trigger1 = AnimElem = 3 trigger2 = AnimElem = 10 trigger3 = AnimElem = 17 value = 20000,0 [State 7244, 相手をダウンへ] type = TargetState trigger1 = AnimElem = 13 value = 1697 [State 7244, 事後へ] type = ChangeState trigger1 = AnimTime = 0 value = ifelse(RoundState = 2,1680,999) ;------------------------- ; 相手側・サンドイッチ・移行 [Statedef 7245] type = L movetype= H physics = N [State 7245, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7245, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42245) trigger1 = time = 0 value = 42245 [State 7245, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42245) trigger1 = time = 0 value = 7245 [State 7245, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7240,7244] value = 1697 ;------------------------- ; 相手側・サンドイッチ・1段階目 [Statedef 7246] type = L movetype= H physics = N [State 7246, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7246, 悲鳴] type = PlaySnd trigger1 = Time > 28 value = 4218,21+(Random%3)+(SelfAnimExist(36693)*100) Persistent = 60 [State 7246, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42246) trigger1 = time = 0 value = 42246 [State 7246, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42246) trigger1 = time = 0 value = 7246 [State 7246, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42241) trigger1 = Time = 0 anim = 42241 ID = 42241 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7246, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7240,7244] value = 1697 ;------------------------- ; 相手側・サンドイッチ・2段階目 [Statedef 7247] type = L movetype= H physics = N [State 7247, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7247, 悲鳴] type = PlaySnd trigger1 = Time > 14 value = 4218,21+(Random%2)+(SelfAnimExist(36693)*100) Persistent = 30 [State 7247, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42247) trigger1 = time = 0 value = 42247 [State 7247, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42247) trigger1 = time = 0 value = 7247 [State 7247, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42241 [State 7247, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42242) trigger1 = Time = 0 anim = 42242 ID = 42242 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7247, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7240,7244] value = 1697 ;------------------------- ; 相手側・サンドイッチ・3段階目 [Statedef 7248] type = L movetype= H physics = N [State 7248, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7248, 悲鳴] type = PlaySnd trigger1 = Time > 7 value = 4218,21+(SelfAnimExist(36693)*100) Persistent = 15 [State 7248, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42248) trigger1 = time = 0 value = 42248 [State 7248, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42248) trigger1 = time = 0 value = 7248 [State 7248, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42242 [State 7248, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42243) trigger1 = Time = 0 anim = 42243 ID = 42243 facing = 1 bindtime = -1 removetime = -1 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7248, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7240,7244] value = 1697 ;------------------------- ; 相手側・サンドイッチ・フィニッシュ [Statedef 7249] type = L movetype= H physics = N [State 7249, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 0,0 [State 7249, 長い悲鳴] type = PlaySnd trigger1 = Alive trigger1 = Time = 7 value = 11,0 [State 7249, 悲鳴] type = PlaySnd trigger1 = Time = 45 trigger2 = Time = 84 value = 4218,21+(SelfAnimExist(36693)*100) [State 7249, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42249) trigger1 = time = 0 value = 42249 [State 7249, 汎用アニメ] type = ChangeAnim2 trigger1 = !SelfAnimExist(42249) trigger1 = time = 0 value = 7249 [State 7249, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42243 [State 7249, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(42244) trigger1 = Time = 0 anim = 42244 ID = 42244 facing = 1 bindtime = -1 removetime = 96 pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = 4 ownpal = 0 IgnoreHitPause = 0 removeongethit = 1 [State 7249, 解放] type = ChangeState trigger1 = p2name = "Minotaur" trigger1 = P2StateNo != [7240,7244] value = 1697 ;--------------------------------------------------------------------------- ;馬・牛に引渡し [Statedef 7300] type = S movetype = I physics = S anim = 7300 [State 7300,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7300, 掴んだ相手のステート] type = TargetState trigger1 = Time = 0 value = 7205 [State 7300, 掴んだ相手の位置] type = TargetBind trigger1 = 1 pos = 30,0 [State 7300, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7300, 移行へ] type = ChangeState trigger1 = Root,StateNo = 7210 trigger2 = Root,StateNo = 7220 trigger3 = Root,StateNo = 7230 trigger4 = Root,StateNo = 7240 value = Root,StateNo+100 ;--------------------------------------------------------------------------- ;馬・後背口淫・移行 [Statedef 7310] type = S movetype = I physics = S anim = 7310 [State 7310,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7310, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7310, 1段階目へ] type = ChangeState trigger1 = Root,StateNo = 7211 value = Root,StateNo+100 [State 7310, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1890 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・後背口淫・1段階目 [Statedef 7311] type = S movetype = I physics = S anim = 7311 [State 7311,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7311, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7311, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7316 ID = 7311 facing = 1 bindtime = -1 removetime = 61 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7311, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7316 ID = 7311 facing = 1 bindtime = -1 removetime = 61 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7311, 2段階目へ] type = ChangeState trigger1 = Root,StateNo = 7212 trigger2 = Root,StateNo = 7222 trigger3 = Root,StateNo = 7232 trigger4 = Root,StateNo = 7242 value = Root,StateNo+100 [State 7311, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・後背口淫・2段階目 [Statedef 7312] type = S movetype = I physics = S anim = 7312 [State 7312,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7312, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7312, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7317 ID = 7312 facing = 1 bindtime = -1 removetime = 31 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7312, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7317 ID = 7312 facing = 1 bindtime = -1 removetime = 31 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7312, 3段階目へ] type = ChangeState trigger1 = Root,StateNo = 7213 trigger2 = Root,StateNo = 7223 trigger3 = Root,StateNo = 7233 trigger4 = Root,StateNo = 7243 value = Root,StateNo+100 [State 7312, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・後背口淫・3段階目 [Statedef 7313] type = S movetype = I physics = S anim = 7313 [State 7313,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7313, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7313, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7318 ID = 7313 facing = 1 bindtime = -1 removetime = 16 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7313, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7318 ID = 7313 facing = 1 bindtime = -1 removetime = 16 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7313, フィニッシュへ] type = ChangeState trigger1 = Root,StateNo = 7214 trigger2 = Root,StateNo = 7224 trigger3 = Root,StateNo = 7234 trigger4 = Root,StateNo = 7244 value = Root,StateNo+100 [State 7313, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・後背口淫・フィニッシュ [Statedef 7314] type = S movetype = I physics = S anim = 7314 [State 7314,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7314, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7314, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7319 ID = 7314 facing = 1 bindtime = -1 removetime = 100 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7314, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7319 ID = 7314 facing = 1 bindtime = -1 removetime = 100 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7314, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Time = 100 value = 7380 ;--------------------------------------------------------------------------- ;馬・正常拘束・移行 [Statedef 7320] type = S movetype = I physics = S anim = 7320 [State 7320,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7320, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7320, 1段階目へ] type = ChangeState trigger1 = Root,StateNo = 7221 value = Root,StateNo+100 [State 7320, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1890 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・正常拘束・1段階目 [Statedef 7321] type = S movetype = I physics = S anim = 7321 [State 7321,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7321, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7321, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7326 ID = 7321 facing = 1 bindtime = -1 removetime = 61 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7321, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7326 ID = 7321 facing = 1 bindtime = -1 removetime = 61 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7321, 2段階目へ] type = ChangeState trigger1 = Root,StateNo = 7212 trigger2 = Root,StateNo = 7222 trigger3 = Root,StateNo = 7232 trigger4 = Root,StateNo = 7242 value = Root,StateNo+100 [State 7321, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・正常拘束・2段階目 [Statedef 7322] type = S movetype = I physics = S anim = 7322 [State 7322,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7322, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7322, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7327 ID = 7322 facing = 1 bindtime = -1 removetime = 31 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7322, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7327 ID = 7322 facing = 1 bindtime = -1 removetime = 31 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7322, 3段階目へ] type = ChangeState trigger1 = Root,StateNo = 7213 trigger2 = Root,StateNo = 7223 trigger3 = Root,StateNo = 7233 trigger4 = Root,StateNo = 7243 value = Root,StateNo+100 [State 7322, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・正常拘束・3段階目 [Statedef 7323] type = S movetype = I physics = S anim = 7323 [State 7323,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7323, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7323, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7328 ID = 7323 facing = 1 bindtime = -1 removetime = 16 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7323, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7328 ID = 7323 facing = 1 bindtime = -1 removetime = 16 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7323, フィニッシュへ] type = ChangeState trigger1 = Root,StateNo = 7214 trigger2 = Root,StateNo = 7224 trigger3 = Root,StateNo = 7234 trigger4 = Root,StateNo = 7244 value = Root,StateNo+100 [State 7323, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・正常拘束・フィニッシュ [Statedef 7324] type = S movetype = I physics = S anim = 7324 [State 7324,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7324, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7324, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7329 ID = 7324 facing = 1 bindtime = -1 removetime = 100 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 [State 7324, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7329 ID = 7324 facing = 1 bindtime = -1 removetime = 100 pos = 0,0 sprpriority = 2 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7324, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Time = 100 value = 7091 ;--------------------------------------------------------------------------- ;馬・騎乗後背・移行 [Statedef 7330] type = S movetype = I physics = S anim = 7330 [State 7330,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7330, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7330, 1段階目へ] type = ChangeState trigger1 = Root,StateNo = 7231 value = Root,StateNo+100 [State 7330, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1890 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・騎乗後背・1段階目 [Statedef 7331] type = S movetype = I physics = S anim = 7331 [State 7331,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7331, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7331, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7336 ID = 7331 facing = 1 bindtime = -1 removetime = 61 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7331, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7336 ID = 7331 facing = 1 bindtime = -1 removetime = 61 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7331, 2段階目へ] type = ChangeState trigger1 = Root,StateNo = 7212 trigger2 = Root,StateNo = 7222 trigger3 = Root,StateNo = 7232 trigger4 = Root,StateNo = 7242 value = Root,StateNo+100 [State 7331, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・騎乗後背・2段階目 [Statedef 7332] type = S movetype = I physics = S anim = 7332 [State 7332,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7332, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7332, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7337 ID = 7332 facing = 1 bindtime = -1 removetime = 31 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7332, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7337 ID = 7332 facing = 1 bindtime = -1 removetime = 31 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7332, 3段階目へ] type = ChangeState trigger1 = Root,StateNo = 7213 trigger2 = Root,StateNo = 7223 trigger3 = Root,StateNo = 7233 trigger4 = Root,StateNo = 7243 value = Root,StateNo+100 [State 7332, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・騎乗後背・3段階目 [Statedef 7333] type = S movetype = I physics = S anim = 7333 [State 7333,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7333, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7333, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7338 ID = 7333 facing = 1 bindtime = -1 removetime = 16 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7333, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7338 ID = 7333 facing = 1 bindtime = -1 removetime = 16 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7333, フィニッシュへ] type = ChangeState trigger1 = Root,StateNo = 7214 trigger2 = Root,StateNo = 7224 trigger3 = Root,StateNo = 7234 trigger4 = Root,StateNo = 7244 value = Root,StateNo+100 [State 7333, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・騎乗後背・フィニッシュ [Statedef 7334] type = S movetype = I physics = S anim = 7334 [State 7334,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7334, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7334, 腕] type = Explod trigger1 = Root,Var(50) = 0 trigger1 = AnimElem = 1,1 anim = 7339 ID = 7334 facing = 1 bindtime = -1 removetime = 100 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 [State 7334, 透過腕] type = Explod trigger1 = Root,Var(50) trigger1 = AnimElem = 1,1 anim = 7339 ID = 7334 facing = 1 bindtime = -1 removetime = 100 pos = 0,0 sprpriority = 3 IgnoreHitPause = 0 removeongethit = 1 trans = add [State 7334, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Time = 100 value = 7380 ;--------------------------------------------------------------------------- ;馬・サンドイッチ・移行 [Statedef 7340] type = S movetype = I physics = S anim = 7310 [State 7340,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7340, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7340, 1段階目へ] type = ChangeState trigger1 = Root,StateNo = 7241 value = Root,StateNo+100 [State 7340, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1890 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・サンドイッチ・1段階目 [Statedef 7341] type = S movetype = I physics = S anim = 7341 [State 7341,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7341, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7341, 2段階目へ] type = ChangeState trigger1 = Root,StateNo = 7212 trigger2 = Root,StateNo = 7222 trigger3 = Root,StateNo = 7232 trigger4 = Root,StateNo = 7242 value = Root,StateNo+100 [State 7341, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・サンドイッチ・2段階目 [Statedef 7342] type = S movetype = I physics = S anim = 7342 [State 7342,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7342, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7342, 3段階目へ] type = ChangeState trigger1 = Root,StateNo = 7213 trigger2 = Root,StateNo = 7223 trigger3 = Root,StateNo = 7233 trigger4 = Root,StateNo = 7243 value = Root,StateNo+100 [State 7342, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・サンドイッチ・3段階目 [Statedef 7343] type = S movetype = I physics = S anim = 7343 [State 7343,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7343, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7343, フィニッシュへ] type = ChangeState trigger1 = Root,StateNo = 7214 trigger2 = Root,StateNo = 7224 trigger3 = Root,StateNo = 7234 trigger4 = Root,StateNo = 7244 value = Root,StateNo+100 [State 7343, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Root,StateNo = 1690 trigger2 = Root,Anim = 1509 value = 7091 ;--------------------------------------------------------------------------- ;馬・サンドイッチ・フィニッシュ [Statedef 7344] type = S movetype = I physics = S anim = 7344 [State 7344,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7344, 完全無敵] type = NotHitBy trigger1 = 1 value = SCA [State 7344, 離す] type = ChangeState trigger1 = Root,NumTarget(7000) = 0 trigger2 = Time = 100 value = 7380 ;--------------------------------------------------------------------------- ; 馬・事後 [Statedef 7380] type = L movetype= A physics = N anim = 7380 [State 7380,透過] type = trans trigger1 = Root,var(50) = 2 trans = add [State 7380, ティッシュ] type = projectile trigger1 = AnimElem = 20 ProjID = 7380 Projanim = 1681 Projremanim = 1681 projremovetime = -1 velocity = 0, 0 accel = 0,0.4 projheightbound = -240,0 sprpriority = -1 offset = 30,-70 [State 7380, しゃがみへ] type = ChangeState trigger1 = AnimTime = 0 value = 7091 ;--------------------------------------------------------------------------- ; 3P・体位変更 [Statedef 7400] type = C movetype= A physics = N anim = 1600 velset = 0,0 sprpriority = 0 [State 7400, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 0 value = 7405 [State 7400, 後背位から] type = ChangeAnim trigger1 = PrevStateNo = [7211,7212] trigger1 = Time = 0 value = 1710+(Var(22)*2)+(Var(23)*3)+(Var(24)*4) [State 7400, 正常位から] type = ChangeAnim trigger1 = PrevStateNo = [7221,7222] trigger1 = Time = 0 value = 1720+Var(21)+(Var(23)*3)+(Var(24)*4) [State 7400, 騎乗位から] type = ChangeAnim trigger1 = PrevStateNo = [7231,7232] trigger1 = Time = 0 value = 1730+Var(21)+(Var(22)*2)+(Var(24)*4) [State 7400, 抱え茶臼から] type = ChangeAnim trigger1 = PrevStateNo = [7241,7242] trigger1 = Time = 0 value = 1740+Var(21)+(Var(22)*2)+(Var(23)*3) [State 7400, 掴んだ相手のステート変更] type = TargetState trigger1 = NumTarget trigger1 = Time = 1 value = Anim [State 7400, 鼻息] type = PlaySnd trigger1 = Time = 12 value = 3900,0 channel = 0 [State 7400,暗転] type = AllPalfx trigger1 = NumTarget trigger1 = Target,Anim != [36700,36799] trigger1 = time = 2 add = 0,0,0 sinadd = -200, -200, -200 ,80 time = 20 [State 7400,暗転] type = AllPalfx trigger1 = NumTarget trigger1 = Target,Anim != [36700,36799] trigger1 = time > 22 add = -200, -200, -200 time = 1 [State 7400,暗転] type = AllPalfx trigger1 = NumTarget trigger1 = Target,Anim != [36700,36799] trigger1 = AnimTime = 0 add = -200, -200, -200 sinadd = 200, 200, 200 ,80 time = 20 [State 7400, 次の体位へ] type = ChangeState trigger1 = AnimTime = 0 value = 7201+Var(20)+(Var(21)*10)+(Var(22)*20)+(Var(23)*30)+(Var(24)*40) ;------------------------- ; 相手側・待機 [Statedef 7405] type = L movetype= H physics = N [State 7405, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7405, 姿は消える] type = AssertSpecial trigger1 = Time > 30 flag = invisible [State 7405, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42211 [State 7405, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42212 [State 7405, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42213 [State 7405, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42221 [State 7405, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42222 [State 7405, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42223 [State 7405, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42241 [State 7405, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42242 [State 7405, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 42243 [State 7405, 解放] type = ChangeState trigger1 = Time > 30 value = 1698 ;------------------------- ; 相手側・後背位→正常位 [Statedef 7412] type = L movetype= H physics = N [State 7412, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7412, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42412) trigger1 = Time > 30 flag = invisible [State 7412, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42412) trigger1 = time = 0 value = 42412 [State 7412, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・後背位→騎乗位 [Statedef 7413] type = L movetype= H physics = N [State 7413, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7413, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42413) trigger1 = Time > 30 flag = invisible [State 7413, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42413) trigger1 = time = 0 value = 42413 [State 7413, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・後背位→抱茶臼 [Statedef 7414] type = L movetype= H physics = N [State 7414, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7414, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42414) trigger1 = Time > 30 flag = invisible [State 7414, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42414) trigger1 = time = 0 value = 42414 [State 7414, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・正常位→後背位 [Statedef 7421] type = L movetype= H physics = N [State 7421, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7421, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42421) trigger1 = Time > 30 flag = invisible [State 7421, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42421) trigger1 = time = 0 value = 42421 [State 7421, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・正常位→騎乗位 [Statedef 7423] type = L movetype= H physics = N [State 7423, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7423, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42423) trigger1 = Time > 30 flag = invisible [State 7423, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42423) trigger1 = time = 0 value = 42423 [State 7423, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・正常位→抱茶臼 [Statedef 7424] type = L movetype= H physics = N [State 7424, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7424, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42424) trigger1 = Time > 30 flag = invisible [State 7424, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42424) trigger1 = time = 0 value = 42424 [State 7424, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・騎乗位→後背位 [Statedef 7431] type = L movetype= H physics = N [State 7431, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7431, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42431) trigger1 = Time > 30 flag = invisible [State 7431, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42431) trigger1 = time = 0 value = 42431 [State 7431, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・騎乗位→正常位 [Statedef 7432] type = L movetype= H physics = N [State 7432, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7432, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42432) trigger1 = Time > 30 flag = invisible [State 7432, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42432) trigger1 = time = 0 value = 42432 [State 7432, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・騎乗位→抱茶臼 [Statedef 7434] type = L movetype= H physics = N [State 7434, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7434, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42434) trigger1 = Time > 30 flag = invisible [State 7434, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42434) trigger1 = time = 0 value = 42434 [State 7434, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・抱茶臼→後背位 [Statedef 7441] type = L movetype= H physics = N [State 7441, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7441, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42441) trigger1 = Time > 30 flag = invisible [State 7441, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42441) trigger1 = time = 0 value = 42441 [State 7441, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・抱茶臼→正常位 [Statedef 7442] type = L movetype= H physics = N [State 7442, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7442, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42442) trigger1 = Time > 30 flag = invisible [State 7442, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42442) trigger1 = time = 0 value = 42442 [State 7432, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;------------------------- ; 相手側・抱茶臼→騎乗位 [Statedef 7443] type = L movetype= H physics = N [State 7443, カメラ固定] type = ScreenBound trigger1 = 1 value = 0 movecamera = 1,0 [State 7443, 姿は消える] type = AssertSpecial trigger1 = !SelfAnimExist(42443) trigger1 = Time > 30 flag = invisible [State 7443, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(42443) trigger1 = time = 0 value = 42443 [State 7443, 解放] type = ChangeState trigger1 = Time > 90 value = 1698 ;--------------------------------------------------------------------------- ;カメラ固定用 [Statedef 7999] type = A movetype= I physics = N juggle = 0 poweradd= 0 ctrl = 0 velset = 0,0 anim = 9999 sprpriority = -7 [State 7999] type = destroyself trigger1 = time = 180 ;------------------------------------------------------------ ;快感ゲージ [Statedef 8000] type = A movetype = I physics = N ctrl = 0 anim = 8000 sprpriority = -8 [State 8000, 消し] type = AssertSpecial trigger1 = 1 flag = invisible [State 8000, 快感ゲージ] type = Explod trigger1 = 1 anim = 8000 ID = 8000 bindtime = -1 removetime = 1 postype = left pos = Ceil(ifelse(TeamSide=1,308-(Root,Var(7))*15,6+(Root,Var(7))*15)*(Root,var(19)/320.0)),Ceil(200*ifelse(Root,var(19)<=400,1,(Root,var(19)/400.0))) scale = ifelse(Root,var(19)<=400,6,(Root,var(19)/66.6)),Ceil(Root,var(56)*.01)*ifelse(Root,var(19)<=400,1,(Root,var(19)/400.0)) sprpriority = -137 SuperMoveTime = 99999 PauseMoveTime = 99999 IgnoreHitPause = 1 [State 8000, 快感ゲージ枠] type = Explod trigger1 = 1 anim = 8010 ID = 8000 bindtime = -1 removetime = 1 postype = left pos = Ceil(ifelse(TeamSide=1,308-(Root,Var(7))*15,6+(Root,Var(7))*15)*(Root,var(19)/320.0)),Ceil(200*ifelse(Root,var(19)<=400,1,(Root,var(19)/400.0))) scale = ifelse(Root,var(19)<=400,.5,(Root,var(19)/800.0)),ifelse(Root,var(19)<=400,.5,(Root,var(19)/800.0)) sprpriority = -129 SuperMoveTime = 99999 PauseMoveTime = 99999 IgnoreHitPause = 1 [State 8000, ハート] type = Helper trigger1 = NumHelper(8050) = 0 trigger1 = RoundState = 2 id = 8050 name = "Heart" pos = 0,0 postype = p1 facing = 1 stateno = 8050 helpertype = normal keyctrl = 0 ownpal = 1 IgnoreHitPause = 1 [State 8000, 馬残数] type = Explod trigger1 = Root,var(10) < 3 anim = 8020+Root,var(10) ID = 8020 bindtime = -1 removetime = 1 postype = left pos = Ceil(ifelse(TeamSide=1,6+(Root,Var(7))*15,308-(Root,Var(7))*15)*(Root,var(19)/320.0)),Ceil(220*ifelse(Root,var(19)<=400,1,(Root,var(19)/400.0))) scale = ifelse(Root,var(19)<=400,.5,(Root,var(19)/800.0)),ifelse(Root,var(19)<=400,.5,(Root,var(19)/800.0)) sprpriority = -129 SuperMoveTime = 99999 PauseMoveTime = 99999 IgnoreHitPause = 1 [State 8000, 無敵] type = nothitby trigger1 = 1 value=SAC [State 8000, 快感ゲージ徐々に低下] type = ParentVarAdd triggerall = Parent,Var(56) > 0 triggerall = Root,StateNo != [1000,1999] trigger1 = Root,PalNo = [1,6] trigger2 = Root,PalNo = [7,12] trigger2 = Parent,Var(56) > 8000 v = 56 value = -1 Persistent = 10 [State 8000, 色変化] type = PalFX trigger1 = Root,Var(52) time = 1 color = 0 [State 8000, デバッグ表示] type = DisplayToClipboard trigger1 = 1 text = "%d" params = Root,var(57) ignorehitpause = 1 [State 8000, 消滅] type = DestroySelf trigger1 = RoundState != 2 ;--------------------------------------------------------------------------- ;ハート [Statedef 8050] type = A movetype= I physics = N ctrl = 0 velset = 0,0 anim = 8050 sprpriority = -137 [State 8050, 消し] type = AssertSpecial trigger1 = 1 flag = Invisible [State 8050, ハート] type = Explod trigger1 = 1 anim = 8050 ID = 8050 bindtime = -1 removetime = 1 postype = Left pos = Ceil(ifelse(TeamSide=1,308-(Root,Var(7))*15,6+(Root,Var(7))*15)*(Root,var(19)/320.0)),Ceil(200*ifelse(Root,var(19)<=400,1,(Root,var(19)/400.0))) sprpriority = -137 scale = ifelse(Root,var(19)<=400,.5,(Root,var(19)/800.0)),ifelse(Root,var(19)<=400,.5,(Root,var(19)/800.0)) ownpal = 0 IgnoreHitPause = 1 [State 8050, 色変化] type = PalFx trigger1 = 1 add = Ceil(Root,Var(56)*.02),0,Ceil(240-(Root,Var(56))*.02) time = 1 [State 8050, 色変化] type = PalFx trigger1 = Root,Var(56) >= 10000 add = 255,255,255 time = 2 persistent = 8 [State 8050, 消滅] type = DestroySelf trigger1 = RoundState != 2 ;--------------------------------------------------------------------------- ;計算用 [Statedef 8100] type = A movetype= I physics = N ctrl = 0 anim = 8000 sprpriority = 0 [State 8100, 消し] type = AssertSpecial trigger1 = 1 flag = Invisible [State 8100, Var保存] type = VarSet trigger1 = 1 v = 1 value = Root,Var(57) [State 8100, 次へ] type = ChangeState trigger1 = Root,StateNo = 999 trigger2 = Root,StateNo = 1600 trigger3 = Root,StateNo = 1800 trigger4 = Root,StateNo = 7200 value = 8101 [State 8100, デバッグ表示] type = DisplayToClipboard trigger1 = 1 text = "%d" params = var(1) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;計算用 [Statedef 8101] type = A movetype= I physics = N ctrl = 0 anim = 8000 sprpriority = 0 [State 8101, 消し] type = AssertSpecial trigger1 = 1 flag = Invisible [State 8101, しずく] type = Explod triggerall = RoundState = 2 trigger1 = Var(1) > 0 trigger1 = Time < 34 anim = 8000 ID = 8000 bindtime = 1 removetime = 1 postype = left pos = Ceil(ifelse(TeamSide=1,310-(Root,Var(7))*15,8+(Root,Var(7))*15)*(Root,var(19)/320.0)),Ceil((85+(Time*(3.5-(Root,var(56)*.00028))))*ifelse(Root,var(19)<=400,1,(Root,var(19)/400.0))) scale = ifelse(Root,var(19)<=400,2,(Root,var(19)/200.0)),ifelse(Root,var(19)<=400,2,(Root,var(19)/200.0)) sprpriority = -137 ownpal = 1 [State 8101, 増えるゲージ] type = Explod triggerall = RoundState = 2 trigger1 = Time = [31,80] anim = 8000 ID = 8000 bindtime = -1 removetime = 1 postype = left pos = Ceil(ifelse(TeamSide=1,308-(Root,Var(7))*15,6+(Root,Var(7))*15)*(Root,var(19)/320.0)),Ceil((200-(Root,var(56))*.01)*ifelse(Root,var(19)<=400,1,(Root,var(19)/400.0))) scale = ifelse(Root,var(19)<=400,6,(Root,var(19)/66.6)),(ifelse(((Root,Var(56))+((Var(1)*(Time-30))*.02))<12000,((var(1)*.0002)*(Time-30)),120-Ceil((Root,var(56))*.01)))*ifelse(Root,var(19)<=400,1,(Root,var(19)/400.0)) sprpriority = -137 ownpal = 1 [State 8101, 消滅] type = ParentVarAdd trigger1 = Time = 80 v = 56 value = Var(1) [State 8101, 次へ] type = ChangeState trigger1 = Time = 80 value = 8100 [State 8101, デバッグ表示] type = DisplayToClipboard trigger1 = 1 text = "%d" params = var(1) ignorehitpause = 1 ;--------------------------------------------------------------------------- ; スロー処理 [Statedef 23337] type = A movetype= I physics = N [State 23337, 無敵] type = NotHitBy trigger1 = 1 value = SCA time = 5 [State 23337, 姿消し] type = AssertSpecial trigger1 = 1 flag = noshadow flag2 = invisible [State 23337, 第一スロー] type = pause trigger1 = time = [1,4] trigger1 = gametime%2 = 0 time = 2 [State 23337, 第一スロー] type = pause trigger1 = time = [5,8] trigger1 = gametime%2 = 0 time = 1 [State 23337, 自壊] type = DestroySelf trigger1 = time >= 10