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mugen初学者笔记--霸体、当身设置

(2011-09-16 00:20:28)
标签:

mugen

菜鸟

游戏

分类: mugen日志

霸体:

出招准备时间长点的话随便一个弹幕过来容易被打断..写无敌是简单但感觉出招无敌是各种无赖.找了点资料.试了2、3天终于找到诀窍了

 

[statedef -2]
[state -2, 霸体动作记录]
type = VarSet
trigger1 = var(15) != stateno
trigger1 = movetype != h
trigger1 = stateno != 3150
v = 15
value = stateno
ignorehitpause = 1

[State -2, 霸体特效]
type = HitOverride
trigger1 = (anim = 1023) && (animelem = 5,>0) && (animelem = 8,<0)
trigger1 = stateno !=[120,155]
time = 1
slot = 2
attr = SCA,NA,SA,HA,NP,SP,HP
stateno = 3150
ignorehitpause = 1

 

 

; 霸体设置
[Statedef 3150]
type = U
movetype = U
physics = U

[State 3150, A]
type = PalFX
trigger1 = Life > 0
trigger1 = Time = 0
time = 2
add = 0,-200,-200
mul = 256,256,256
ignorehitpause = 1

[State 3150, B]
type = PosFreeze
trigger1 = Life > 0
trigger1 = 1
ignorehitpause
value = 1

[State 3150, C] ;Freeze anim
type = ChangeAnim
trigger1 = 1
value = Anim
elem   = AnimElemNo(0)

[State 3150, D]
type = ChangeState
trigger1 = Life > 0
trigger1 = Time >= Floor(GetHitVar(hittime) * 0.4)
value = var(15)
ctrl = 1

[State 3150, E]
type = VelSet
trigger1 = Life = 0
x = GetHitVar(xvel)
y = GetHitVar(yvel)

[State 3150, F]
type = ChangeState
trigger1 = Life = 0
value = 5050

;解说:
;Astate是体现霸体持续中挨打时人物身上闪的白光
;Bstate是体现霸体持续中挨打时人物出现暂时停顿的效果
;Cstate是…………我也不太懂,反正这条抄过来没出错
;Dstate是特殊动作结束的转入前一动作处理,条件是人物还没死
;E+Fstate是当霸体持续中挨打导致人物死亡的处理情况

重点。引用的statedef不能写

[Statedef 10]
type     = C
physics = C
anim = 10
而要写

[Statedef 10]
type     = C
physics = C

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 10
value = 10

不然会引起动作的无限循环

 

 

 

当身:

当然还没写...之后写了再补吧

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