有关于所谓的“凶上”回应部分代码
首先标出使用了何种技术
百分比穿防御伤血:
[State 百分比穿甲]
type =varset
trigger1 = !ishelper
fvar(9) = enemy,lifemax*(100/const(data.attack))*(enemy,const(data.defence)/100)-fvar(8)
ignorehitpause = 1
[State 百分比穿甲]
type =AttackMulSet
trigger1 = !ishelper
value = fvar(9)*0.001
ignorehitpause = 1
效果:对非100防御与非1000血量的敌人且没有使用其他特殊防御手段的敌人限制在1000生命值与100防御
对0帧投免疫:
[State nothitby]
type = nothitby
trigger1 = movetype != H
trigger1 = enemy,time <= 1
value = SCA
time = 1
ignorehitpause = 1
效果:对手在出手的第一帧(0帧)时获得1帧无敌,用于回避0帧投,第二帧就会失效
大师吉斯导致僵局的技能“投”
;-------------------上段当て身投げ
[Statedef 1400]
type = S
movetype= I
physics = S
juggle = 0
ctrl = 0
velset = 0,0
anim = 1400
poweradd = 100
[State 1200, 1]
type = ReversalDef
trigger1 = var(31) = 0
trigger2 = var(31) = 1
attr = S, SA
reversal.attr = A, NA, SA, HA
numhits = 0
pausetime = 15,15
sparkxy = 60, -70
sparkno = -1
hitsound = S202,2
fall = 0
p2facing = 1
p1stateno = 1510
p2stateno = 1515
ID = 1500
[State 1200, 1];ボタン押しっぱなしの時、上段当て身投げ・螺旋へ
type = ReversalDef
trigger1 = var(31) = 0
trigger1 = command = "holda"
trigger2 = var(31) = 1 ;超必殺技のチャンスに
trigger2 = power = [2000,4000]
trigger2 = FrontEdgeBodyDist < 200
trigger3 = var(31) = 1 ;デッドリーレイブ狙い以外の時、ランダム/相手が上昇している時
trigger3 = power < 6000 || var(32) < 4
trigger3 = random > 700 || enemynear,vel y < 0
attr = S, SA
reversal.attr = A, NA, SA, HA
numhits = 0
pausetime = 15,15
sparkxy = 60, -70
sparkno = -1
hitsound = S202,2
fall = 0
p2facing = 1
p1stateno = 1405
p2stateno = 1410
ID = 1405
[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[State 1200, 2]
type = hitby
trigger1 = Time = 0
value =
time = 3
效果:招架对方的攻击,将对方转入自己的状态号中,俗称“当身”