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上記の広告は1ヶ月以上更新のないブログに表示されています。
新しい記事を書く事で広告が消せます。

ステ抜け貫通

現在こんなん

一次→二次→三次って進んだほうが精度上がるんじゃないかと思ったんでやってみた

でかい値は見逃すようにしてるけど
var(x)=gametime-2147483648
みたいなやつに対処できないんだよね
小さい時だけ見逃すようにしようかなー
;◆■◆■◆■◆■ステ抜け貫通調査◆■◆■◆■◆■
[State 100150,初期化]
Type=VelSet
Trigger1=Vel X<0
X=0
IgnoreHitPause=1
[State 100150,カウント]
Type=VelAdd
Trigger1=1
X=1
IgnoreHitPause=1
[State 100150,ステ抜け変数調査]
Type=Null
;0,1,2,3,4,5,0,1,2…と変化
Trigger1=1||Var(58):=Var(58)*(Var(58)<6)
;調査を始めたときのGameTimeを記憶
Trigger1=1||Var(57):=IfElse(!Var(58),GameTime,Var(57))
;Var(58)が0になるたびに0,1,2…58,59,0と変化
Trigger1=1||Var(59):=IfElse(Var(59)<59||Var(59)=59&&Var(58)>0,Var(59),-1)+!Var(58)
IgnoreHitPause=1
[State 100150,ステ抜け変数調査]
Type=Null
;変数の値が小さいならばGameTimeステ抜け用の変数ではないと判断して次の変数を判定
;変数の値が大きいならば計算不可能なので次の変数を判定
TriggerAll=Abs(Enemy,Var(Var(59)))!=[11,715827881]
;初期化しておく
TriggerAll=1||Var(58):=0||Var(57):=GameTime
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881];1
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881];10
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881];20
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881];30
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881];40
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881];50
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Abs(Enemy,Var(Var(59):=IfElse(Var(59)=59,0,Var(59)+1)))!=[11,715827881]
Trigger1=Var(59):=IfElse(Var(59)=59,0,Var(59)+1);59
IgnoreHitPause=1
[State 100150,ループ]
Type=ChangeState
TriggerAll=Abs(Enemy,Var(Var(59)))=[11,715827881]
TriggerAll=Vel X<60
;変数が前の値と一致していればGameTimeステ抜け用の変数ではないと判断して次の変数を判定
Trigger1=Var(58)>0
Trigger1=Enemy,Var(Var(59))=Var(0)
Trigger2=Var(58)>1
Trigger2=Enemy,Var(Var(59))=Var(1)
Trigger3=Var(58)>2
Trigger3=Enemy,Var(Var(59))=Var(2)
Trigger4=Var(58)>3
Trigger4=Enemy,Var(Var(59))=Var(3)
Trigger5=Var(58)>4
Trigger5=Enemy,Var(Var(59))=Var(4)
;すでに取得した変数ではないか
Trigger6=Var(59)=Var(10)||Var(59)=Var(15)||Var(59)=Var(20)||Var(59)=Var(25)||Var(59)=Var(30)||Var(59)=Var(35)||Var(59)=Var(40)||Var(59)=Var(45)||Var(59)=Var(50)
Value=StateNo+(Var(58):=0)
Persistent=256
IgnoreHitPause=1
[State 100150,ステ抜け変数調査]
Type=Null
TriggerAll=Abs(Enemy,Var(Var(59)))=[11,715827881]
Trigger1=Var(Var(58)):=Enemy,Var(Var(59));計算のために敵の変数の値を保存
Trigger1=Var(58):=Var(58)+1;カウントを一個進める
IgnoreHitPause=1
[State 100150,一次式判定]
Type=VarSet
TriggerAll=Var(58)=6
Trigger1=Var(10)=-1||Var(15)=-1
Trigger1=1||Var(6+(Var(10)>-1)*5):=0
Trigger1=1||Var(7+(Var(10)>-1)*5):=0
Trigger1=1||Var(8+(Var(10)>-1)*5):=Var(1)-Var(0)
Trigger1=1||Var(9+(Var(10)>-1)*5):=Var(0)-Var(8+(Var(10)>-1)*5)*Var(57)
Trigger1=1||Var(58):=Var(8+(Var(10)>-1)*5)*GameTime+Var(9+(Var(10)>-1)*5)
Trigger1=1||Var(10+(Var(10)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger2=Var(20)=-1||Var(25)=-1
Trigger2=1||Var(16+(Var(20)>-1)*5):=0
Trigger2=1||Var(17+(Var(20)>-1)*5):=0
Trigger2=1||Var(18+(Var(20)>-1)*5):=Var(1)-Var(0)
Trigger2=1||Var(19+(Var(20)>-1)*5):=Var(0)-Var(18+(Var(10)>-1)*5)*Var(57)
Trigger2=1||Var(58):=Var(18+(Var(10)>-1)*5)*GameTime+Var(19+(Var(10)>-1)*5)
Trigger2=1||Var(20+(Var(20)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger3=Var(30)=-1||Var(35)=-1
Trigger3=1||Var(26+(Var(30)>-1)*5):=0
Trigger3=1||Var(27+(Var(30)>-1)*5):=0
Trigger3=1||Var(28+(Var(30)>-1)*5):=Var(1)-Var(0)
Trigger3=1||Var(29+(Var(30)>-1)*5):=Var(0)-Var(28+(Var(10)>-1)*5)*Var(57)
Trigger3=1||Var(58):=Var(28+(Var(10)>-1)*5)*GameTime+Var(29+(Var(10)>-1)*5)
Trigger3=1||Var(30+(Var(30)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger4=Var(40)=-1||Var(45)=-1
Trigger4=1||Var(36+(Var(40)>-1)*5):=0
Trigger4=1||Var(37+(Var(40)>-1)*5):=0
Trigger4=1||Var(38+(Var(40)>-1)*5):=Var(1)-Var(0)
Trigger4=1||Var(39+(Var(40)>-1)*5):=Var(0)-Var(38+(Var(10)>-1)*5)*Var(57)
Trigger4=1||Var(58):=Var(38+(Var(10)>-1)*5)*GameTime+Var(39+(Var(10)>-1)*5)
Trigger4=1||Var(40+(Var(40)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger5=Var(50)=-1||Var(55)=-1
Trigger5=1||Var(46+(Var(50)>-1)*5):=0
Trigger5=1||Var(47+(Var(50)>-1)*5):=0
Trigger5=1||Var(48+(Var(50)>-1)*5):=Var(1)-Var(0)
Trigger5=1||Var(49+(Var(50)>-1)*5):=Var(0)-Var(48+(Var(10)>-1)*5)*Var(57)
Trigger5=1||Var(58):=Var(48+(Var(10)>-1)*5)*GameTime+Var(49+(Var(10)>-1)*5)
Trigger5=1||Var(50+(Var(50)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
var(58)=6
IgnoreHitPause=1
[State 100150,二次式判定]
Type=VarSet
TriggerAll=Var(58)=6
;一次式判定で成功したときのためにかぶってないか確認
TriggerAll=!(Var(59)=Var(10)||Var(59)=Var(15)||Var(59)=Var(20)||Var(59)=Var(25)||Var(59)=Var(30)||Var(59)=Var(35)||Var(59)=Var(40)||Var(59)=Var(45)||Var(59)=Var(50))
Trigger1=Var(10)=-1||Var(15)=-1
Trigger1=1||Var(6+(Var(10)>-1)*5):=0
Trigger1=1||Var(7+(Var(10)>-1)*5):=(Var(2)-2*Var(1)+Var(0))/2
Trigger1=1||Var(8+(Var(10)>-1)*5):=Var(1)-Var(0)-Var(7+(Var(10)>-1)*5)*(2*Var(57)+1)
Trigger1=1||Var(9+(Var(10)>-1)*5):=Var(0)-Var(7+(Var(10)>-1)*5)*Var(57)*Var(57)-Var(8+(Var(10)>-1)*5)*Var(57)
Trigger1=1||Var(58):=Var(7+(Var(10)>-1)*5)*GameTime*GameTime+Var(8+(Var(10)>-1)*5)*GameTime+Var(9+(Var(10)>-1)*5)
Trigger1=1||Var(10+(Var(10)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger2=Var(20)=-1||Var(25)=-1
Trigger2=1||Var(16+(Var(20)>-1)*5):=0
Trigger2=1||Var(17+(Var(20)>-1)*5):=(Var(2)-2*Var(1)+Var(0))/2
Trigger2=1||Var(18+(Var(20)>-1)*5):=Var(1)-Var(0)-Var(17+(Var(10)>-1)*5)*(2*Var(57)+1)
Trigger2=1||Var(19+(Var(20)>-1)*5):=Var(0)-Var(17+(Var(10)>-1)*5)*Var(57)*Var(57)-Var(18+(Var(10)>-1)*5)*Var(57)
Trigger2=1||Var(58):=Var(17+(Var(10)>-1)*5)*GameTime*GameTime+Var(18+(Var(10)>-1)*5)*GameTime+Var(19+(Var(10)>-1)*5)
Trigger2=1||Var(20+(Var(20)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger3=Var(30)=-1||Var(35)=-1
Trigger3=1||Var(26+(Var(30)>-1)*5):=0
Trigger3=1||Var(27+(Var(30)>-1)*5):=(Var(2)-2*Var(1)+Var(0))/2
Trigger3=1||Var(28+(Var(30)>-1)*5):=Var(1)-Var(0)-Var(27+(Var(10)>-1)*5)*(2*Var(57)+1)
Trigger3=1||Var(29+(Var(30)>-1)*5):=Var(0)-Var(27+(Var(10)>-1)*5)*Var(57)*Var(57)-Var(28+(Var(10)>-1)*5)*Var(57)
Trigger3=1||Var(58):=Var(27+(Var(10)>-1)*5)*GameTime*GameTime+Var(28+(Var(10)>-1)*5)*GameTime+Var(29+(Var(10)>-1)*5)
Trigger3=1||Var(30+(Var(30)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger4=Var(40)=-1||Var(45)=-1
Trigger4=1||Var(36+(Var(40)>-1)*5):=0
Trigger4=1||Var(37+(Var(40)>-1)*5):=(Var(2)-2*Var(1)+Var(0))/2
Trigger4=1||Var(38+(Var(40)>-1)*5):=Var(1)-Var(0)-Var(37+(Var(10)>-1)*5)*(2*Var(57)+1)
Trigger4=1||Var(39+(Var(40)>-1)*5):=Var(0)-Var(37+(Var(10)>-1)*5)*Var(57)*Var(57)-Var(38+(Var(10)>-1)*5)*Var(57)
Trigger4=1||Var(58):=Var(37+(Var(10)>-1)*5)*GameTime*GameTime+Var(38+(Var(10)>-1)*5)*GameTime+Var(39+(Var(10)>-1)*5)
Trigger4=1||Var(40+(Var(40)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger5=Var(50)=-1||Var(55)=-1
Trigger5=1||Var(46+(Var(50)>-1)*5):=0
Trigger5=1||Var(47+(Var(50)>-1)*5):=(Var(2)-2*Var(1)+Var(0))/2
Trigger5=1||Var(48+(Var(50)>-1)*5):=Var(1)-Var(0)-Var(47+(Var(10)>-1)*5)*(2*Var(57)+1)
Trigger5=1||Var(49+(Var(50)>-1)*5):=Var(0)-Var(47+(Var(10)>-1)*5)*Var(57)*Var(57)-Var(48+(Var(10)>-1)*5)*Var(57)
Trigger5=1||Var(58):=Var(47+(Var(10)>-1)*5)*GameTime*GameTime+Var(48+(Var(10)>-1)*5)*GameTime+Var(49+(Var(10)>-1)*5)
Trigger5=1||Var(50+(Var(50)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
var(58)=6
IgnoreHitPause=1
[State 100150,三次式判定]
Type=VarSet
TriggerAll=Var(58)=6
;一次、二次式判定で成功したときのためにかぶってないか確認
TriggerAll=!(Var(59)=Var(10)||Var(59)=Var(15)||Var(59)=Var(20)||Var(59)=Var(25)||Var(59)=Var(30)||Var(59)=Var(35)||Var(59)=Var(40)||Var(59)=Var(45)||Var(59)=Var(50))
Trigger1=Var(10)=-1||Var(15)=-1
Trigger1=1||Var(6+(Var(10)>-1)*5):=(-Var(0)+3*Var(1)-3*Var(2)+Var(3))/6
Trigger1=1||Var(7+(Var(10)>-1)*5):=(Var(0)-2*Var(1)+Var(2))/2-3*Var(6+(Var(10)>-1)*5)*Var(57)-3*Var(6+(Var(10)>-1)*5)
Trigger1=1||Var(8+(Var(10)>-1)*5):=-Var(0)+Var(1)-3*Var(6+(Var(10)>-1)*5)*Var(57)*Var(57)-3*Var(6+(Var(10)>-1)*5)*Var(57)-Var(6+(Var(10)>-1)*5)-2*Var(7+(Var(10)>-1)*5)*Var(57)-Var(7+(Var(10)>-1)*5)
Trigger1=1||Var(9+(Var(10)>-1)*5):=Var(0)-Var(6+(Var(10)>-1)*5)*Var(57)*Var(57)*Var(57)-Var(7+(Var(10)>-1)*5)*Var(57)*Var(57)-Var(8+(Var(10)>-1)*5)*Var(57)
Trigger1=1||Var(58):=Var(6+(Var(10)>-1)*5)*GameTime*GameTime*GameTime+Var(7+(Var(10)>-1)*5)*GameTime*GameTime+Var(8+(Var(10)>-1)*5)*GameTime+Var(9+(Var(10)>-1)*5)
Trigger1=1||Var(10+(Var(10)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger2=Var(20)=-1||Var(25)=-1
Trigger2=1||Var(16+(Var(20)>-1)*5):=(-Var(0)+3*Var(1)-3*Var(2)+Var(3))/6
Trigger2=1||Var(17+(Var(20)>-1)*5):=(Var(0)-2*Var(1)+Var(2))/2-3*Var(6+(Var(20)>-1)*5)*Var(57)-3*Var(6+(Var(20)>-1)*5)
Trigger2=1||Var(18+(Var(20)>-1)*5):=-Var(0)+Var(1)-3*Var(6+(Var(20)>-1)*5)*Var(57)*Var(57)-3*Var(6+(Var(20)>-1)*5)*Var(57)-Var(6+(Var(20)>-1)*5)-2*Var(7+(Var(20)>-1)*5)*Var(57)-Var(7+(Var(20)>-1)*5)
Trigger2=1||Var(19+(Var(20)>-1)*5):=Var(0)-Var(6+(Var(20)>-1)*5)*Var(57)*Var(57)*Var(57)-Var(7+(Var(20)>-1)*5)*Var(57)*Var(57)-Var(8+(Var(20)>-1)*5)*Var(57)
Trigger2=1||Var(58):=Var(16+(Var(10)>-1)*5)*GameTime*GameTime*GameTime+Var(17+(Var(10)>-1)*5)*GameTime*GameTime+Var(18+(Var(10)>-1)*5)*GameTime+Var(19+(Var(10)>-1)*5)
Trigger2=1||Var(20+(Var(20)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger3=Var(30)=-1||Var(35)=-1
Trigger3=1||Var(26+(Var(30)>-1)*5):=(-Var(0)+3*Var(1)-3*Var(2)+Var(3))/6
Trigger3=1||Var(27+(Var(30)>-1)*5):=(Var(0)-2*Var(1)+Var(2))/2-3*Var(6+(Var(30)>-1)*5)*Var(57)-3*Var(6+(Var(30)>-1)*5)
Trigger3=1||Var(28+(Var(30)>-1)*5):=-Var(0)+Var(1)-3*Var(6+(Var(30)>-1)*5)*Var(57)*Var(57)-3*Var(6+(Var(30)>-1)*5)*Var(57)-Var(6+(Var(30)>-1)*5)-2*Var(7+(Var(30)>-1)*5)*Var(57)-Var(7+(Var(30)>-1)*5)
Trigger3=1||Var(29+(Var(30)>-1)*5):=Var(0)-Var(6+(Var(30)>-1)*5)*Var(57)*Var(57)*Var(57)-Var(7+(Var(30)>-1)*5)*Var(57)*Var(57)-Var(8+(Var(30)>-1)*5)*Var(57)
Trigger3=1||Var(58):=Var(26+(Var(10)>-1)*5)*GameTime*GameTime*GameTime+Var(27+(Var(10)>-1)*5)*GameTime*GameTime+Var(28+(Var(10)>-1)*5)*GameTime+Var(29+(Var(10)>-1)*5)
Trigger3=1||Var(30+(Var(30)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger4=Var(40)=-1||Var(45)=-1
Trigger4=1||Var(36+(Var(40)>-1)*5):=(-Var(0)+3*Var(1)-3*Var(2)+Var(3))/6
Trigger4=1||Var(37+(Var(40)>-1)*5):=(Var(0)-2*Var(1)+Var(2))/2-3*Var(6+(Var(40)>-1)*5)*Var(57)-3*Var(6+(Var(40)>-1)*5)
Trigger4=1||Var(38+(Var(40)>-1)*5):=-Var(0)+Var(1)-3*Var(6+(Var(40)>-1)*5)*Var(57)*Var(57)-3*Var(6+(Var(40)>-1)*5)*Var(57)-Var(6+(Var(40)>-1)*5)-2*Var(7+(Var(40)>-1)*5)*Var(57)-Var(7+(Var(40)>-1)*5)
Trigger4=1||Var(39+(Var(40)>-1)*5):=Var(0)-Var(6+(Var(40)>-1)*5)*Var(57)*Var(57)*Var(57)-Var(7+(Var(40)>-1)*5)*Var(57)*Var(57)-Var(8+(Var(40)>-1)*5)*Var(57)
Trigger4=1||Var(58):=Var(36+(Var(10)>-1)*5)*GameTime*GameTime*GameTime+Var(37+(Var(10)>-1)*5)*GameTime*GameTime+Var(38+(Var(10)>-1)*5)*GameTime+Var(39+(Var(10)>-1)*5)
Trigger4=1||Var(40+(Var(40)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
Trigger5=Var(50)=-1||Var(55)=-1
Trigger5=1||Var(46+(Var(50)>-1)*5):=(-Var(0)+3*Var(1)-3*Var(2)+Var(3))/6
Trigger5=1||Var(47+(Var(50)>-1)*5):=(Var(0)-2*Var(1)+Var(2))/2-3*Var(6+(Var(50)>-1)*5)*Var(57)-3*Var(6+(Var(50)>-1)*5)
Trigger5=1||Var(48+(Var(50)>-1)*5):=-Var(0)+Var(1)-3*Var(6+(Var(50)>-1)*5)*Var(57)*Var(57)-3*Var(6+(Var(50)>-1)*5)*Var(57)-Var(6+(Var(50)>-1)*5)-2*Var(7+(Var(50)>-1)*5)*Var(57)-Var(7+(Var(50)>-1)*5)
Trigger5=1||Var(49+(Var(50)>-1)*5):=Var(0)-Var(6+(Var(50)>-1)*5)*Var(57)*Var(57)*Var(57)-Var(7+(Var(50)>-1)*5)*Var(57)*Var(57)-Var(8+(Var(50)>-1)*5)*Var(57)
Trigger5=1||Var(58):=Var(46+(Var(10)>-1)*5)*GameTime*GameTime*GameTime+Var(47+(Var(10)>-1)*5)*GameTime*GameTime+Var(48+(Var(10)>-1)*5)*GameTime+Var(49+(Var(10)>-1)*5)
Trigger5=1||Var(50+(Var(50)>-1)*5):=IfElse(Enemy,Var(Var(59))=Var(58),Var(59),-1)
var(58)=6
IgnoreHitPause=1
[State 初期化]
Type=VelSet
Trigger1=1
X=0
IgnoreHitPause=1
[State 次へ]
Type=ChangeState
Trigger1=1
Value=10015033
Persistent=256
IgnoreHitPause=1
[StateDef 10015033];★☆★☆★☆★☆被弾ヘルパー[IsHelper(1)]★☆★☆★☆★☆
Type=U
MoveType=U
HitDefPersist=1
MoveHitPersist=1
[State 邪眼]
Type=ChangeState
Trigger1=Name!="博麗霊夢"
Value=0
Persistent=256
IgnoreHitPause=1
[State 100150,初期化]
Type=VelSet
Trigger1=Vel X<0
X=0
IgnoreHitPause=1
[State 100150,カウント]
Type=VelAdd
Trigger1=1
X=1
IgnoreHitPause=1
[State 100150,ステ抜け変数調査]
Type=Null
Trigger1=1||FVar(36):=FVar(36)*(FVar(36)<6)
Trigger1=1||Var(56):=IfElse(!FVar(36),GameTime,Var(56))
Trigger1=FVar(37):=IfElse(FVar(37)<39||FVar(37)=39&&FVar(36)>0,FVar(37),-1)+!FVar(36)
IgnoreHitPause=1
[State 100150,ステ抜け変数調査]
Type=Null
TriggerAll=Abs(Enemy,FVar(Floor(FVar(37))))!=[11,715827881]
TriggerAll=1||(FVar(36):=0||Var(56):=GameTime)
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881];1
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881];10
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881];20
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881];30
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=Abs(Enemy,FVar(Floor(FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1))))!=[11,715827881]
Trigger1=FVar(37):=IfElse(FVar(37)=39,0,FVar(37)+1);39
IgnoreHitPause=1
[State 100150,ループ]
Type=ChangeState
TriggerAll=Abs(Enemy,FVar(Floor(FVar(37))))=[11,715827881]
TriggerAll=Vel X<40
;変数が前の値と一致していればGameTimeステ抜け用の変数ではないと判断して次の変数を判定
Trigger1=FVar(36)>0
Trigger1=Enemy,FVar(Floor(FVar(37)))=FVar(0)
Trigger2=FVar(36)>1
Trigger2=Enemy,FVar(Floor(FVar(37)))=FVar(1)
Trigger3=FVar(36)>2
Trigger3=Enemy,FVar(Floor(FVar(37)))=FVar(2)
Trigger4=FVar(36)>3
Trigger4=Enemy,FVar(Floor(FVar(37)))=FVar(3)
Trigger5=FVar(36)>4
Trigger5=Enemy,FVar(Floor(FVar(37)))=FVar(4)
;すでに取得した変数ではないか
Trigger6=FVar(37)=Root,FVar(14)||FVar(37)=Root,FVar(19)||FVar(37)=Root,FVar(24)||FVar(37)=Root,FVar(29)||FVar(37)=Root,FVar(34)
Value=StateNo+Floor(FVar(36):=0)
Persistent=256
IgnoreHitPause=1
[State 100150,ステ抜け変数調査]
Type=Null
TriggerAll=Abs(Enemy,FVar(Floor(FVar(37))))=[11,715827881]
Trigger1=FVar(Floor(FVar(36))):=Enemy,FVar(Floor(FVar(37)))
Trigger1=FVar(36):=FVar(36)+1
IgnoreHitPause=1
[State 100150,変数リセット]
Type=Null
Trigger1=FVar(10)>-1
Trigger1=FVar(6):=FVar(7):=FVar(8):=FVar(9):=0||FVar(10):=-1
IgnoreHitPause=1
[State 100150,一次式判定]
Type=VarSet
Trigger1=FVar(36)=6
Trigger1=FVar(10)=-1&&Root,FVar(39)=-1
Trigger1=1||FVar(6):=0
Trigger1=1||FVar(7):=0
Trigger1=1||FVar(8):=FVar(1)-FVar(0)
Trigger1=1||FVar(9):=FVar(0)-FVar(8)*Var(56)
Trigger1=1||FVar(36):=FVar(8)*GameTime+FVar(9)
Trigger1=1||FVar(10):=IfElse(Enemy,FVar(Floor(FVar(37)))=FVar(36),FVar(37),-1)
fVar(36)=6
IgnoreHitPause=1
[State 100150,二次式判定]
Type=VarSet
Trigger1=FVar(36)=6
Trigger1=FVar(10)=-1&&Root,FVar(39)=-1
Trigger1=1||FVar(6):=0
Trigger1=1||FVar(7):=(FVar(2)-2*FVar(1)+FVar(0))/2
Trigger1=1||FVar(7):=Floor(FVar(7)*1000+0.5)/1000.0
Trigger1=1||FVar(8):=FVar(1)-FVar(0)-FVar(7)*(2*Var(56)+1)
Trigger1=1||FVar(8):=Floor(FVar(8)*1000+0.5)/1000.000001
Trigger1=1||FVar(9):=FVar(0)-FVar(7)*Var(56)*Var(56)-FVar(8)*Var(56)
Trigger1=1||FVar(9):=Floor(FVar(9)*1000+0.5)/1000.0
Trigger1=1||FVar(36):=FVar(7)*GameTime*GameTime+FVar(8)*GameTime+FVar(9)
Trigger1=1||FVar(10):=IfElse(Enemy,FVar(Floor(FVar(37)))=FVar(36),FVar(37),-1)
fVar(36)=6
IgnoreHitPause=1
[State 100150,ステ抜け変数判定]
Type=VarSet
Trigger1=FVar(36)=6
Trigger1=FVar(10)=-1&&Root,FVar(39)=-1
Trigger1=1||FVar(6):=(-FVar(0)+3*FVar(1)-3*FVar(2)+FVar(3))/6
Trigger1=1||FVar(6):=Floor(FVar(6)*1000+0.5)/1000.0
Trigger1=1||FVar(7):=(FVar(0)-2*FVar(1)+FVar(2))/2-3*FVar(6)*Var(57)-3*FVar(6)
Trigger1=1||FVar(7):=Floor(FVar(7)*1000+0.5)/1000.0
Trigger1=1||FVar(8):=-FVar(0)+FVar(1)-3*FVar(6)*Var(56)*Var(56)-3*FVar(6)*Var(56)-FVar(6)-2*FVar(7)*Var(56)-FVar(7)
Trigger1=1||FVar(8):=Floor(FVar(8)*1000+0.5)/1000.000001
Trigger1=1||FVar(9):=FVar(0)-FVar(6)*Var(56)*Var(56)*Var(56)-FVar(7)*Var(56)*Var(56)-FVar(8)*Var(56)
Trigger1=1||FVar(9):=Floor(FVar(9)*1000+0.5)/1000.0
Trigger1=1||FVar(36):=FVar(6)*GameTime*GameTime*GameTime+FVar(7)*GameTime*GameTime+FVar(8)*GameTime+FVar(9)
Trigger1=1||FVar(10):=IfElse(Enemy,FVar(Floor(FVar(37)))=FVar(36),FVar(37),-1)
fVar(36)=6
IgnoreHitPause=1
[State 100150,初期化]
Type=VelSet
Trigger1=1
X=0
IgnoreHitPause=1
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