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レス数が1スレッドの最大レス数(1000件)を超えています。残念ながら投稿することができません。

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960blank:2012/05/13(日) 22:54:24
>>956>>958すみません

[state a]
type = targetstate
trigger1 = movehit && FrontEdgeBodyDist > 50
value = 6005

;---------------------
; ワイヤーダメージ
;---------------------
[Statedef 6005]
type = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 6005, 2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 6005, 3]
type = ChangeAnim
trigger1 = Time = 0 && GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 6005, 4]
type = ChangeAnim
trigger1 = Time = 0 && GetHitVar(animtype) = [3,5]
value = 5030

[State 6005, 5]
type = ChangeAnim
trigger1 = Time = 0 && (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 6005, 6]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 6005, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
type = a

[State 6005, 7]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 6006




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