;------------------------------------------- ;        気質発現 ;------------------------------------------- ; ; 2012/03/01:月光環に対応 ; ; ; ◆ 現在の対応状況 ; ; 0:なし ; 1:空風 すばしっこくなる程度の天気 (橙/ごましお) ; 2:恵雨 傷が癒える程度の天気 (早苗/ごましお) ; 3:暁光 魔力が満ちる程度の天気 (白蓮/ごましお) ; 4:地吹雪 さらわれる程度の天気 (お燐/へちょ氏) ; 5:日蝕 見えなくなる程度の天気 (さとり/へちょ氏) ; 6:時雨 妬ましい程度の天気 (パルスィ/へちょ氏) ; 7:白夜 火力が衰えない程度の天気 (妹紅/イス氏) ; 8:春一番 春を告げる程度の天気 (リリー/へちょ氏) ; 9:月光環 好戦的になる程度の天気 (EX慧音/G-sho&hohei氏) ; 20:宵 妖怪が元気になる程度の天気 (小悪魔/そむE氏) ; ; ; ◆ 適用方法 ; ; 上記対応キャラの[statedef -2] が書いてあるCNSを開き、 ; 「気質発現」で検索。該当部分を本テキストの内容と置き換えてください。 ; ; ; ◆ 効果記述その1 ;妹紅の気質「白夜」 / ダメージ補正50%カット [State 20000, 白夜] Type = ParentVarSet triggerall = RoundState = 2 triggerall = Alive = 1 Triggerall = root,var(10) > 0 Triggerall = (root,var(11) = 7) || (root,var(11) = 57) Trigger1 = root,fvar(1) != fvar(10) Trigger1 = fvar(10) != 0 fvar(1) = fvar(10)*(1-(1-root,fvar(1)/fvar(10))*0.5) [State 20000, 白夜];補正値の記憶 Type = VarSet triggerall = RoundState = 2 triggerall = Alive = 1 Triggerall = root,var(10) > 0 Triggerall = (root,var(11) = 7) || (root,var(11) = 57) Trigger1 = root,fvar(1) != fvar(10) fvar(10) = root,fvar(1) =========================================================================== ; 常時監視ステート(−2) ;=========================================================================== ; ◆ 汎用処理 [Statedef -2] [State -2, 天候カウント下限]; Type = Varset Trigger1 = var(10) < 0 IgnoreHitPause = 1 var(10) = 0 [State -2, 天候カウントダウン]; Type = Varadd Trigger1 = var(10) > 0 IgnoreHitPause = 1 var(10) = -1 [State -2, 天候終了]; Type = Varset Trigger1 = var(10) = 0 Trigger1 = var(11) != 0 var(11) = 0 [State -2, 上書き時の天候番号リセット(敵)] Type = VarSet TriggerAll = NumEnemy > 0 TriggerAll = var(11) != 0 TriggerAll = EnemyNear,var(10) > 0 TriggerAll = EnemyNear,var(11) >= 50 Trigger1 = EnemyNear,AuthorName = "gomashio" Trigger2 = EnemyNear,AuthorName = "hetyo" Trigger3 = EnemyNear,AuthorName = "isu" Trigger4 = EnemyNear,AuthorName = "G-sho & Hohei" var(11) = 0 [State -2, 上書き時の天候番号リセット(味方)] Type = VarSet TriggerAll = NumPartner > 0 TriggerAll = var(11) != 0 TriggerAll = Partner,var(10) > 0 TriggerAll = Partner,var(11) >= 50 Trigger1 = Partner,AuthorName = "gomashio" Trigger2 = Partner,AuthorName = "hetyo" Trigger3 = Partner,AuthorName = "isu" Trigger4 = Partner,AuthorName = "G-sho & Hohei" var(11) = 0 [State -2, 継続時間取り込み(敵)] Type = VarSet TriggerAll = NumEnemy > 0 TriggerAll = var(11) = 0 TriggerAll = EnemyNear,var(10) > 0 TriggerAll = EnemyNear,var(11) >= 50 Trigger1 = EnemyNear,AuthorName = "gomashio" Trigger2 = EnemyNear,AuthorName = "hetyo" Trigger3 = EnemyNear,AuthorName = "isu" Trigger4 = EnemyNear,AuthorName = "G-sho & Hohei" var(10) = EnemyNear,var(10) [State -2, 継続時間取り込み(味方)] Type = VarSet TriggerAll = NumPartner > 0 TriggerAll = var(11) = 0 TriggerAll = Partner,var(10) > 0 TriggerAll = Partner,var(11) >= 50 Trigger1 = Partner,AuthorName = "gomashio" Trigger2 = Partner,AuthorName = "hetyo" Trigger3 = Partner,AuthorName = "isu" Trigger4 = Partner,AuthorName = "G-sho & Hohei" var(10) = Partner,var(10) [State -2, 天候番号取り込み(敵)] Type = VarSet TriggerAll = NumEnemy > 0 TriggerAll = var(11) = 0 TriggerAll = EnemyNear,var(10) > 0 TriggerAll = EnemyNear,var(11) >= 50 Trigger1 = EnemyNear,AuthorName = "gomashio" Trigger2 = EnemyNear,AuthorName = "hetyo" Trigger3 = EnemyNear,AuthorName = "isu" Trigger4 = EnemyNear,AuthorName = "G-sho & Hohei" var(11) = EnemyNear,var(11)-50 [State -2, 天候番号取り込み(味方)] Type = VarSet TriggerAll = NumPartner > 0 TriggerAll = var(11) = 0 TriggerAll = Partner,var(10) > 0 TriggerAll = Partner,var(11) >= 50 Trigger1 = Partner,AuthorName = "gomashio" Trigger2 = Partner,AuthorName = "hetyo" Trigger3 = Partner,AuthorName = "isu" Trigger4 = Partner,AuthorName = "G-sho & Hohei" var(11) = Partner,var(11)-50 [State -2, 上書き時の天候番号リセット(相手が小悪魔のとき)] Type = VarSet TriggerAll = var(11) != 0 Trigger1 = NumEnemy > 0 Trigger1 = EnemyNear,var(20) > 0 Trigger1 = EnemyNear,var(21) >= 50 Trigger1 = EnemyNear,AuthorName = "som" Trigger2 = NumPartner > 0 Trigger2 = Partner,var(20) > 0 Trigger2 = Partner,var(21) >= 50 Trigger2 = Partner,AuthorName = "som" var(11) = 0 [State -2, 敵から情報取得(同上)] Type = Null TriggerAll = var(11) = 0 Trigger1 = NumEnemy > 0 Trigger1 = EnemyNear,AuthorName = "som" Trigger1 = EnemyNear,var(20) > 0 Trigger1 = EnemyNear,var(21) >= 50 Trigger1 = var(10) := EnemyNear,var(20) || 1 Trigger1 = var(11) := EnemyNear,var(21)-50 || 1 [State -2, 味方から情報取得(同上)] Type = Null TriggerAll = var(11) = 0 Trigger1 = NumPartner > 0 Trigger1 = Partner,AuthorName = "som" Trigger1 = Partner,var(20) > 0 Trigger1 = Partner,var(21) >= 50 Trigger1 = var(10) := Partner,var(20) || 1 Trigger1 = var(11) := Partner,var(21)-50 || 1 ; ◆ 効果記述その2 ;橙の気質「空風」 / 受身の発動機会アップ [State -2, 空風]; type = ChangeState; triggerall = RoundState = 2; triggerall = Alive = 1 triggerall = command = "recovery" Triggerall = var(10) > 0 Triggerall = (var(11) = 1) || (var(11) = 51) trigger1 = (stateno = 5035) && (Time >= 3) trigger2 = stateno = 5050 value = 5210 ;早苗の気質「恵雨」 / 基本動作中、体力が徐々に回復 [State -2, 恵雨] type = LifeAdd triggerall = RoundState = 2 triggerall = Alive = 1 Triggerall = var(10) > 0 Triggerall = (var(11) = 2) || (var(11) = 52) triggerall = GameTime%5 = 0 trigger1 = movetype = I value = 1 ;白蓮の気質「暁光」 / ゲージ自動増加、霊力回復力ダウン [State -2, 暁光] type = Varadd triggerall = RoundState = 2 triggerall = Alive = 1 Triggerall = var(10) > 0 Triggerall = (var(11) = 3) || (var(11) = 53) triggerall = ( GameTime%4 = 0 ) || (GameTime%4 = 1) || (GameTime%4 = 2) Trigger1 = var(3) = 0 Trigger1 = var(2) < 125 Trigger1 = stateno != [92,99];飛翔 Trigger1 = stateno != 118; [117,118]; IgnoreHitPause = 1 var(2) = -1 [State -2, 暁光] type = Varadd triggerall = RoundState = 2 triggerall = Alive = 1 Triggerall = var(10) > 0 Triggerall = (var(11) = 3) || (var(11) = 53) triggerall = GameTime%2 = 0 Trigger1 = var(3) > 0 IgnoreHitPause = 1 var(3) = 1 [State -2, 暁光] type = Poweradd triggerall = RoundState = 2 triggerall = Alive = 1 Triggerall = var(10) > 0 Triggerall = (var(11) = 3) || (var(11) = 53) Trigger1 = stateno != [1300,1500] Trigger2 = stateno != 118 Value = 2 + 2*(NumPartner = 0) ;お燐の気質「地吹雪」 / 重力の影響を軽減 [State -2, 地吹雪]; type = targetveladd triggerall = RoundState = 2; triggerall = Alive = 1 Triggerall = var(10) > 0 Triggerall = (var(11) = 4) || (var(11) = 54) triggerall = !(target,isHelper) triggerall = target,statetype = A trigger1 = target,stateno = [120,155] trigger2 = target,stateno = [5020,5101] Y = -0.15 [State -2, 地吹雪]; type = veladd triggerall = RoundState = 2; triggerall = Alive = 1 Triggerall = var(10) > 0 Triggerall = (var(11) = 4) || (var(11) = 54) triggerall = statetype = A Trigger1 = stateno = [40,51] Y = -0.15 ;さとりの気質「日蝕」 / 通常打撃が当たらなくなる [State -2, 日蝕]; type = NotHitBy triggerall = RoundState = 2 triggerall = Alive = 1 Triggerall = var(10) > 0 Triggerall = (var(11) = 5) || (var(11) = 55) Trigger1 = 1 value = ,NA [State -2, 日蝕]; type = PowerAdd triggerall = RoundState = 2 triggerall = Alive = 1 Triggerall = var(10) > 0 Triggerall = (var(11) = 5) || (var(11) = 55) trigger1 = GameTime%2 = 0 Trigger1 = stateno != [1300,1500] Trigger1 = stateno != 118 value = -50 ;パルスィの気質「時雨」 / 体力平均化 [State -2, 時雨] Type = LifeAdd triggerall = RoundState = 2 triggerall = Alive = 1 TriggerAll = var(10) > 0 TriggerAll = (var(11) = 6) || (var(11) = 56) Trigger1 = !(TeamMode = Simul) Trigger1 = GameTime%2 = 0 Value = 1*(life < P2Life) -1*(life > P2Life) ;リリーの気質「春一番」 / パワーMAX [State -2, 春一番] Type = PowerAdd triggerall = RoundState = 2 triggerall = Alive = 1 TriggerAll = var(10) > 0 TriggerAll = (var(11) = 8) || (var(11) = 58) Trigger1 = 1 value = 99999 ;小悪魔の気質「宵」(代替用・妖怪) / 妖怪はパワー自動回復 [State -2, 宵(妖怪用)] Type = PowerAdd triggerall = RoundState = 2 triggerall = Alive = 1 TriggerAll = var(10) > 0 TriggerAll = (var(11) = 20) || (var(11) = 70) TriggerAll = (GameTime%2=0) Trigger1 = Name = "Chen" Trigger2 = Name = "Hiziri_Byakuren" Trigger3 = Name = "orin" Trigger4 = Name = "satori" Trigger5 = Name = "parsee" Trigger6 = Name = "lily_White" Trigger7 = Name = "lily_Black" Value = 1 ;小悪魔の気質「宵」(代替用・人間) / 人間はライフ自動回復 [State -2, 宵(人間用)] Type = LifeAdd triggerall = RoundState = 2 triggerall = Alive = 1 TriggerAll = var(10) > 0 TriggerAll = (var(11) = 20) || (var(11) = 70) TriggerAll = (GameTime%10=0) Trigger1 = Name = "Kotiya_Sanae" Trigger2 = Name = "Fujiwara_no_Mokou" Value = 1 ;EX慧音の気質「月光環」 / 速度で攻撃力増 [State -2, 月光環攻撃力補正] type = TargetLifeAdd triggerall = RoundState = 2 triggerall = Alive = 1 Triggerall = var(10) > 0 Triggerall = (var(11) = 9) || (var(11) = 59) trigger1 = numtarget > 0 trigger1 = MoveType = A trigger1 = MoveHit = 1 trigger1 = HitDefAttr = SCA,AA value = -floor(target,gethitvar(damage)*( Atan(Vel x/10)/pi*2 )) ignorehitpause = 1 ;------------------------------------------- ;        ここまで ;-------------------------------------------