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【教程向】超泛用的HELPER型霸体

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1L度娘


IP属地:浙江1楼2013-12-09 18:08回复
    [Statedef -2]
    [State -2]
    type = nothitby
    triggerall=!ishelper
    Trigger1 = 1
    value = SCA,AA,AP,AT
    value2 = SCA,AA,AP,AT
    ignorehitpause = 1
    [State 0, Helper]
    type = Helper
    Trigger1 = !numhelper(20000)
    helpertype = normal ;player
    name = "hit"
    ID = 20000
    stateno = 20000
    pos = 0,0
    postype = p1 ;p2,front,back,left,right
    facing = 1
    keyctrl = 0
    ownpal = 0
    supermovetime = 9999999999999
    pausemovetime = 9999999999999
    size.xscale = .6
    size.yscale = .6
    [State 0];倾乕当乕懱椡憹尭
    type = Lifeset
    trigger1 = Helper(20000),GetHitVar(damage) >= 800
    value = lifemax
    absolute = 1
    ignorehitpause = 1
    [State 0];倾乕当乕懱椡憹尭
    type = LifeAdd
    trigger1 = Helper(20000),GetHitVar(damage) < 800
    trigger1 = stateno != [120,155]
    value = -Helper(20000),GetHitVar(damage)
    kill = 1
    absolute = 0
    [Statedef 20000]
    ctrl = 0
    velset = 0,0
    sprpriority = 99
    [State 0, HitOverride]
    type = HitOverride
    trigger1 = 1
    attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
    slot = 0
    stateno = 20000
    time = -1
    forceair = 0
    ignorehitpause = 1
    ;persistent =
    [State 0, NotHitBy]
    type = NotHitBy
    trigger1 = ishelper(20000)
    trigger1 = time = 0
    value = SCA,AA,AP,AT
    time = 3
    ignorehitpause = 1
    [State 0, NotHitBy]
    type = NotHitBy
    trigger1 = ishelper(20000)
    value2 = ,NT,ST,HT
    time = -1
    ignorehitpause = 1
    ;persistent =
    [State 0, ChangeAnim]
    type = ChangeAnim
    trigger1 = ishelper(20000)
    trigger1 = anim != root,anim
    value = root,anim
    ignorehitpause = 1
    [State 0, AssertSpecial]
    type = AssertSpecial
    trigger1 = ishelper(20000)
    flag = invisible
    flag2 = noshadow
    [State 0]
    type = BindToParent
    trigger1 = 1
    time = -1
    pos = 0, 0
    [State 0, Turn]
    type = Turn
    trigger1 = facing != root,facing
    ignorehitpause = 1
    ;persistent =
    [State 0, LifeSet]
    type = LifeSet
    trigger1 = ishelper(20000)
    value = 1
    ignorehitpause = 1
    没什么好说的wwww有问题随便问吧www


    IP属地:浙江2楼2013-12-09 18:08
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      2026-02-08 20:42:03
      广告
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      能不能吧乱码换成中文 wwwww


      3楼2013-12-09 18:12
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        为何要写大伤害回血!


        IP属地:上海来自Android客户端4楼2013-12-09 18:15
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          IP属地:湖北5楼2013-12-09 18:21
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            下载贴吧客户端发语音!


            IP属地:四川来自Android客户端8楼2013-12-09 19:04
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              sprpriority = 99 这东西有界限么,priority记得是1到7,但是依然有人写99999。 sprpriority的话,记得默认1,最高到多少?


              9楼2013-12-09 21:36
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                谢谢


                IP属地:浙江来自Android客户端10楼2013-12-09 21:41
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                  2026-02-08 20:36:03
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                  开通SVIP免广告
                  为何要不抛弃那些防御的状态,万一对方大伤害不可防御怎么办!


                  来自手机贴吧11楼2013-12-09 21:44
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                    既然连大伤害回血都有了不如写个noko吧 www


                    IP属地:广西12楼2013-12-09 22:03
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                      [Statedef -2]
                      ;把认识都写出来,也许哪里理解错了呢
                      [State -2]
                      type = nothitby
                      triggerall=!ishelper
                      Trigger1 = 1
                      value = SCA,AA,AP,AT
                      value2 = SCA,AA,AP,AT ;本体常时无敌,value2 = xxxxx 这一段是什么意思?第一次见
                      ignorehitpause = 1
                      [State 0, Helper]
                      type = Helper
                      Trigger1 = !numhelper(20000)
                      helpertype = normal ;player
                      name = "hit"
                      ID = 20000
                      stateno = 20000
                      pos = 0,0
                      postype = p1 ;p2,front,back,left,right
                      facing = 1
                      keyctrl = 0
                      ownpal = 0
                      supermovetime = 9999999999999
                      pausemovetime = 9999999999999
                      size.xscale = .6
                      size.yscale = .6 ;召唤helper。题外话:helper的life怎么说,有无?默认多少?
                      [State 0];倾乕当乕懱椡憹尭
                      type = Lifeset
                      trigger1 = Helper(20000),GetHitVar(damage) >= 800
                      value = lifemax
                      absolute = 1
                      ignorehitpause = 1 ;大伤害满血
                      [State 0];倾乕当乕懱椡憹尭
                      type = LifeAdd
                      trigger1 = Helper(20000),GetHitVar(damage) < 800
                      trigger1 = stateno != [120,155]
                      value = -Helper(20000),GetHitVar(damage)
                      kill = 1
                      absolute = 0 ;根据helper受到的伤害,减少血量
                      [Statedef 20000]
                      ctrl = 0
                      velset = 0,0
                      sprpriority = 99 ;定义helper的状态,99是让其显示的图层等级高点
                      [State 0, HitOverride]
                      type = HitOverride
                      trigger1 = 1
                      attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
                      slot = 0
                      stateno = 20000
                      time = -1
                      forceair = 0
                      ignorehitpause = 1
                      ;persistent = ;霸体 。 attr = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT这里, ;分开写和写成AT,AA,AP有区别么?
                      [State 0, NotHitBy]
                      type = NotHitBy
                      trigger1 = ishelper(20000)
                      trigger1 = time = 0
                      value = SCA,AA,AP,AT
                      time = 3
                      ignorehitpause = 1 ;召唤的helper的前3帧无敌,这是为何?
                      [State 0, NotHitBy]
                      type = NotHitBy
                      trigger1 = ishelper(20000)
                      value2 = ,NT,ST,HT
                      time = -1
                      ignorehitpause = 1
                      ;persistent = helper常时对投技无敌,防止出bug
                      [State 0, ChangeAnim]
                      type = ChangeAnim
                      trigger1 = ishelper(20000)
                      trigger1 = anim != root,anim
                      value = root,anim
                      ignorehitpause = 1 ;helper的动作保持和本体一致
                      [State 0, AssertSpecial]
                      type = AssertSpecial
                      trigger1 = ishelper(20000)
                      flag = invisible
                      flag2 = noshadow ;helper隐藏
                      [State 0]
                      type = BindToParent
                      trigger1 = 1
                      time = -1
                      pos = 0, 0
                      [State 0, Turn]
                      type = Turn
                      trigger1 = facing != root,facing
                      ignorehitpause = 1
                      ;persistent = 绑在亲上,然后跟亲的朝向一致
                      [State 0, LifeSet]
                      type = LifeSet
                      trigger1 = ishelper(20000)
                      value = 1
                      ignorehitpause = 1 ;helper锁1血


                      13楼2013-12-09 22:08
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                        实际上只要这些就够了吧233
                        [Statedef -2]
                        [State 0, Helper]
                        type = Helper
                        Trigger1 = !numhelper(20000)
                        helpertype = normal ;player
                        name = "hit"
                        ID = 20000
                        stateno = 20000
                        pos = 0,0
                        postype = p1
                        facing = 1
                        keyctrl = 0
                        ownpal = 0
                        supermovetime = 9999999999999
                        pausemovetime = 9999999999999
                        [Statedef 20000]
                        ctrl = 0
                        velset = 0,0
                        sprpriority = 99
                        [State 0, HitOverride]
                        type = HitOverride
                        trigger1 = 1
                        attr = SCA,NA,SA,HA,NP,SP,HP
                        slot = 0
                        stateno = 20000
                        time = -1
                        forceair = 0
                        ignorehitpause = 1
                        [State 0, NotHitBy]
                        type = NotHitBy
                        trigger1 = 1
                        value = ,NT,ST,HT
                        time = -1
                        ignorehitpause = 1
                        [State 0, ChangeAnim]
                        type = ChangeAnim
                        trigger1 = ishelper(20000)
                        trigger1 = anim != root,anim
                        value = root,anim
                        ignorehitpause = 1
                        [State 0, AssertSpecial]
                        type = AssertSpecial
                        trigger1 = ishelper(20000)
                        flag = invisible
                        flag2 = noshadow
                        [State 0]
                        type = BindToParent
                        trigger1 = 1
                        time = -1
                        pos = 0, 0


                        14楼2013-12-10 09:39
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                          @时事造英雄丶


                          IP属地:陕西来自Android客户端15楼2013-12-12 02:11
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                            这些难道不是放在CNS里的吗。为什么我放进去之后,BOOST槽和死星槽看不到了。把这些代码删除了又出来了。


                            16楼2013-12-29 19:34
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