;--------------------------------------------------------------------------- ;■●孕ませKO ;--------------------------------------------------------------------------- ; 勝利ポーズ分岐 [Statedef 100180] type = S ctrl = 0 sprpriority = -4 anim = 20 [State 4000, 終わらない] type = AssertSpecial trigger1 = 1 flag = roundnotover flag2 = NoBarDisplay flag3 = NoMusic [State 4000, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 4000, ] type = Posset trigger1 = time = 0 y = 0 [state 3800] type = Turn triggerall = time = 0 triggerall = anim = 20 trigger1 = (Pos x) > (EnemyNear,Pos x) trigger1 = Facing = 1 trigger2 = (Pos x) < (EnemyNear,Pos x) trigger2 = Facing = -1 [State -3,select] type = Explod triggerall = time > 0 triggerall = NumExplod(6630) = 0 triggerall = Facing = 1 trigger1 = (EnemyNear,SelfAnimExist(51251))&&(EnemyNear,SelfAnimExist(51252))&&(EnemyNear,SelfAnimExist(51253)) trigger2 = (EnemyNear,SelfAnimExist(51231))&&(EnemyNear,SelfAnimExist(51232))&&(EnemyNear,SelfAnimExist(51233)) trigger3 = (EnemyNear,SelfAnimExist(27319568))||(EnemyNear,SelfAnimExist(36800))||(EnemyNear,SelfAnimExist(3000732)) trigger4 = EnemyNear,SelfAnimExist(15600) trigger5 = EnemyNear,SelfAnimExist(52222) trigger6 = EnemyNear,SelfAnimExist(30036780) trigger7 = EnemyNear,SelfAnimExist(30036790) id = 6630 sprpriority = -1000 pos = 160, 48 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6640 removetime = -1 ontop = 1 [State -3,select] type = Explod triggerall = time > 0 triggerall = NumExplod(6630) = 0 triggerall = Facing = -1 trigger1 = (EnemyNear,SelfAnimExist(51251))&&(EnemyNear,SelfAnimExist(51252))&&(EnemyNear,SelfAnimExist(51253)) trigger2 = (EnemyNear,SelfAnimExist(51231))&&(EnemyNear,SelfAnimExist(51232))&&(EnemyNear,SelfAnimExist(51233)) trigger3 = (EnemyNear,SelfAnimExist(27319568))||(EnemyNear,SelfAnimExist(36800))||(EnemyNear,SelfAnimExist(3000732)) trigger4 = EnemyNear,SelfAnimExist(15600) trigger5 = EnemyNear,SelfAnimExist(52222) trigger6 = EnemyNear,SelfAnimExist(30036780) trigger7 = EnemyNear,SelfAnimExist(30036790) id = 6630 sprpriority = -1000 pos = 160, 48 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6646 removetime = -1 ontop = 1 [State -3,select] type = Explod triggerall = time > 0 triggerall = NumExplod(6631) = 0 trigger1 = EnemyNear,SelfAnimExist(30036780) trigger2 = EnemyNear,SelfAnimExist(30036790) id = 6631 sprpriority = -999 pos = 160, 48 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6641 removetime = -1 ontop = 1 [State -3,select] type = Explod triggerall = time > 0 triggerall = NumExplod(6632) = 0 trigger1 = (EnemyNear,SelfAnimExist(51251))&&(EnemyNear,SelfAnimExist(51252))&&(EnemyNear,SelfAnimExist(51253)) trigger2 = (EnemyNear,SelfAnimExist(51231))&&(EnemyNear,SelfAnimExist(51232))&&(EnemyNear,SelfAnimExist(51233)) id = 6632 sprpriority = -999 pos = 160, 48 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6642 removetime = -1 ontop = 1 [State -3,select] type = Explod triggerall = time > 0 triggerall = NumExplod(6633) = 0 trigger1 = (EnemyNear,SelfAnimExist(27319568))||(EnemyNear,SelfAnimExist(36800))||(EnemyNear,SelfAnimExist(3000732)) id = 6633 sprpriority = -999 pos = 160, 48 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6643 removetime = -1 ontop = 1 [State -3,select] type = Explod triggerall = time > 0 triggerall = NumExplod(6634) = 0 trigger1 = Facing = 1 trigger1 = EnemyNear,SelfAnimExist(15600) trigger2 = Facing = -1 trigger2 = EnemyNear,SelfAnimExist(52222) id = 6634 sprpriority = -999 pos = 160, 48 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6644 removetime = -1 ontop = 1 [State -3,select] type = Explod triggerall = time > 0 triggerall = NumExplod(6635) = 0 trigger1 = Facing = -1 trigger1 = EnemyNear,SelfAnimExist(15600) trigger2 = Facing = 1 trigger2 = EnemyNear,SelfAnimExist(52222) id = 6635 sprpriority = -999 pos = 160, 48 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6645 removetime = -1 ontop = 1 [State 4000, 歩く] type = VelSet trigger1 = var(49) != [0,60] trigger1 = var(49) >= 0 trigger2 = !((Pos x)=[((EnemyNear,Pos x)-15),((EnemyNear,Pos x)+15)]) x = const(velocity.walk.fwd.x) [State 4000, 歩く] type = VelSet trigger1 = anim = 3801 x = 0 [State 4000, ] type = Posset trigger1 = time = 0 y = 0 [State 4000, 距離Var減少] type = VarAdd triggerall = !((Pos x)=[((EnemyNear,Pos x)-15),((EnemyNear,Pos x)+15)]) trigger1 = var(49) != [0,60] trigger1 = var(49) >= 0 v = 49 value = -(const(velocity.walk.fwd.x)) [State 4000, 孕ませKOへ] type = Changeanim triggerall = anim = 20 trigger1 = var(49) = [0,60] trigger2 = var(49) < 0 trigger3 = ((Pos x)=[((EnemyNear,Pos x)-15),((EnemyNear,Pos x)+15)]) value = 3801 [State 4000, 肉便器へ] type = ChangeState triggerall = anim = 3801 triggerall = AnimTime = 0 triggerall = command = "holdup" trigger1 = (EnemyNear,SelfAnimExist(51251))&&(EnemyNear,SelfAnimExist(51252))&&(EnemyNear,SelfAnimExist(51253)) trigger2 = (EnemyNear,SelfAnimExist(51231))&&(EnemyNear,SelfAnimExist(51232))&&(EnemyNear,SelfAnimExist(51233)) value = 46000 [State 4000, 孕ませKOへ] type = varset trigger1 = command = "holddown" var(51) = 3 [State 4000, 孕ませKOへ] type = varset trigger1 = command = "holdfwd" var(51) = 4 [State 4000, 孕ませKOへ] type = varset trigger1 = command = "holdback" var(51) = 5 [State 4000, 孕ませKOへ] type = varset trigger1 = !(command = "holdback") trigger1 = !(command = "holdfwd") trigger1 = !(command = "holddown") var(51) = 0 [State 4000, 孕ませKOへ] type = ChangeState triggerall = anim = 3801 triggerall = AnimTime = 0 trigger1 = command = "holddown" trigger1 = (EnemyNear,SelfAnimExist(27319568))||(EnemyNear,SelfAnimExist(36800))||(EnemyNear,SelfAnimExist(3000732)) trigger2 = command = "holdfwd" trigger2 = EnemyNear,SelfAnimExist(15600) trigger3 = command = "holdback" trigger3 = EnemyNear,SelfAnimExist(52222) value = 100181 [State 4000, 暗転へ] type = ChangeState triggerall = anim = 3801 triggerall = AnimTime = 0 trigger1 = EnemyNear,SelfAnimExist(30036780) trigger2 = EnemyNear,SelfAnimExist(30036790) value = 100183 [State 4000, 肉便器へ] type = ChangeState triggerall = anim = 3801 triggerall = AnimTime = 0 triggerall = EnemyNear,SelfAnimExist(27319568) = 0 triggerall = EnemyNear,SelfAnimExist(36800) = 0 triggerall = EnemyNear,SelfAnimExist(3000732) = 0 triggerall = EnemyNear,SelfAnimExist(15600) = 0 triggerall = EnemyNear,SelfAnimExist(52222) = 0 trigger1 = (EnemyNear,SelfAnimExist(51251))&&(EnemyNear,SelfAnimExist(51252))&&(EnemyNear,SelfAnimExist(51253)) trigger2 = (EnemyNear,SelfAnimExist(51231))&&(EnemyNear,SelfAnimExist(51232))&&(EnemyNear,SelfAnimExist(51233)) value = 46000 [State 4000, 肉便器へ] type = ChangeState triggerall = anim = 3801 triggerall = AnimTime = 0 triggerall = Random <= 500 triggerall = !(command = "holdup") triggerall = !(command = "holdback") triggerall = !(command = "holdfwd") triggerall = !(command = "holddown") trigger1 = (EnemyNear,SelfAnimExist(51251))&&(EnemyNear,SelfAnimExist(51252))&&(EnemyNear,SelfAnimExist(51253)) trigger2 = (EnemyNear,SelfAnimExist(51231))&&(EnemyNear,SelfAnimExist(51232))&&(EnemyNear,SelfAnimExist(51233)) value = 46000 [State 4000, 孕ませKOへ] type = ChangeState trigger1 = anim = 3801 trigger1 = AnimTime = 0 value = 100181 [State 5110, 突撃] type = PlaySnd trigger1 = time = 0 value = 1100, 0 channel = 0 [State 4000, 無敵] type = NotHitBy trigger1 = 1 value = SCA time = 1 ;--------------------------------- ; 勝利ポーズ・服破り [Statedef 100181] type = S ctrl = 0 velset = 0,0 sprpriority = 1 [State 4010, 終わらない] type = AssertSpecial trigger1 = 1 flag = roundnotover [State 4000, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 5110, 破り音] type = PlaySnd trigger1 = Time = 0 trigger2 = Time = 20 trigger3 = Time = 40 value = 4010, 0 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = NoBG flag3 = NoFG ignorehitpause = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoMusic flag2 = NoBarDisplay ignorehitpause = 1 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = Time = 0 ID = 21105 [State -3,select] type = Explod trigger1 = NumExplod(6603) = 0 id = 6603 sprpriority = -1 pos = 0, 0 postype = left facing = 1 scale = 4 , 4 bindtime = -1 anim = 6603 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(6617) = 0 id = 6617 sprpriority = 9 pos = 0, 0 postype = left facing = 1 scale = 4 , 4 bindtime = -1 anim = 6603 removetime = -1 [State -3,select] type = Explod triggerall = NumExplod(6615) = 0 trigger1 = Time = 100 id = 6615 sprpriority = 10 pos = 120, 100 postype = left facing = 1 scale = 0.5 , 0.5 bindtime = -1 anim = 6615 removetime = 280 [State -3,select] type = Explod triggerall = EnemyNear,SelfAnimExist(15600) triggerall = var(51) = 4 trigger1 = NumExplod(6618) = 0 trigger1 = NumExplod(6621) = 0 trigger1 = NumExplod(26516) = 0 trigger1 = Time = 100 id = 6621 sprpriority = 0 pos = 0, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 6621 removetime = -1 [State -3,select] type = Explod triggerall = EnemyNear,SelfAnimExist(52222) triggerall = var(51) = 5 trigger1 = NumExplod(6618) = 0 trigger1 = NumExplod(6621) = 0 trigger1 = NumExplod(26516) = 0 trigger1 = Time = 100 id = 26516 sprpriority = 0 pos = 0, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 50 anim = 26516 removetime = -1 [State -3,select] type = Explod triggerall = NumExplod(6618) = 0 triggerall = NumExplod(6621) = 0 triggerall = NumExplod(26516) = 0 triggerall = Time = 100 triggerall = var(51) = 3 trigger1 = EnemyNear,SelfAnimExist(27319568) != 0 trigger2 = EnemyNear,SelfAnimExist(36800) != 0 trigger3 = EnemyNear,SelfAnimExist(3000732) != 0 id = 6618 sprpriority = 2 pos = 160, 70 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6618 removetime = -1 [State -3,select] type = Explod triggerall = NumExplod(6618) = 0 triggerall = NumExplod(6621) = 0 triggerall = NumExplod(26516) = 0 triggerall = Time = 100 triggerall = (EnemyNear,SelfAnimExist(15600) = 0)&&(EnemyNear,SelfAnimExist(52222) = 0) trigger1 = EnemyNear,SelfAnimExist(27319568) != 0 trigger2 = EnemyNear,SelfAnimExist(36800) != 0 trigger3 = EnemyNear,SelfAnimExist(3000732) != 0 id = 6618 sprpriority = 2 pos = 160, 70 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6618 removetime = -1 [State -3,select] type = Explod triggerall = NumExplod(6618) = 0 triggerall = NumExplod(6621) = 0 triggerall = NumExplod(26516) = 0 triggerall = Time = 100 triggerall = (EnemyNear,SelfAnimExist(15600) != 0)||(EnemyNear,SelfAnimExist(52222)) triggerall = Random <= 500 trigger1 = EnemyNear,SelfAnimExist(27319568) != 0 trigger2 = EnemyNear,SelfAnimExist(36800) != 0 trigger3 = EnemyNear,SelfAnimExist(3000732) != 0 id = 6618 sprpriority = 2 pos = 160, 70 postype = left facing = 1 scale = 1 , 1 bindtime = -1 anim = 6618 removetime = -1 [State 1699, 位置] type = null;Posset triggerall = time = 50 trigger1 = Var(24) = 1 trigger2 = Var(24) = 0 trigger2 = (EnemyNear,SelfAnimExist(27319568)) || (EnemyNear,SelfAnimExist(36800)) || (EnemyNear,SelfAnimExist(3000732)) X = 0 Y = 0 [State 1699, 位置] type = Posset trigger1 = time = 50 X = 0 Y = 0 [state 50000] type = null;Turn triggerall = Facing = -1 trigger1 = Var(24) = 1 trigger2 = Var(24) = 0 trigger2 = (EnemyNear,SelfAnimExist(27319568)) || (EnemyNear,SelfAnimExist(36800)) || (EnemyNear,SelfAnimExist(3000732)) ignorehitpause = 1 [state 50000] type = Turn trigger1 = Facing = -1 ignorehitpause = 1 [State -3,select] type = Explod triggerall = (EnemyNear,SelfAnimExist(27319568)) || (EnemyNear,SelfAnimExist(36800)) || (EnemyNear,SelfAnimExist(3000732)) trigger1 = NumExplod(6616) = 0 trigger1 = NumExplod(6618) != 0 trigger1 = Time = 101 id = 6616 sprpriority = 1 pos = 0, 0 postype = p1 facing = 1 scale = 0.5 , 0.5 bindtime = 1 anim = 6616 removetime = -1 [State -3,select] type = Explod triggerall = EnemyNear,SelfAnimExist(52222) triggerall = EnemyNear,SelfAnimExist(15600) = 0 trigger1 = NumExplod(6618) = 0 trigger1 = NumExplod(6621) = 0 trigger1 = NumExplod(26516) = 0 trigger1 = Time = 101 id = 26516 sprpriority = 0 pos = 0, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26516 removetime = -1 [State -3,select] type = Explod triggerall = EnemyNear,SelfAnimExist(52222) triggerall = Random >= 500 trigger1 = NumExplod(6618) = 0 trigger1 = NumExplod(6621) = 0 trigger1 = NumExplod(26516) = 0 trigger1 = Time = 101 id = 26516 sprpriority = 0 pos = 0, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26516 removetime = -1 [State -3,select] type = Explod triggerall = EnemyNear,SelfAnimExist(15600) trigger1 = NumExplod(6618) = 0 trigger1 = NumExplod(6621) = 0 trigger1 = NumExplod(26516) = 0 trigger1 = Time = 101 id = 6621 sprpriority = 0 pos = 0, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 6621 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 id = 26517 sprpriority = 4 pos = 0, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26517 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 sprpriority = 4 pos = 100, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26517 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 sprpriority = 4 pos = 200, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26517 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 sprpriority = 4 pos = -100, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26517 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 sprpriority = 4 pos = -200, 0 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26517 removetime = -1 [State 51309,4] ;触手搾乳開始 type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = time=101 id = 26505 facing = -1 ownpal = 1 sprpriority = 6 pos = 30, 15 postype = p1 anim = 26505 bindtime = 1 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 id = 26515 sprpriority = 7 pos = 30, 15 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26515 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 sprpriority = 7 pos = 130, 15 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26518 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 sprpriority = 7 pos = 230, 15 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26518 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 sprpriority = 7 pos = -70, 15 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26518 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(26516) != 0 trigger1 = Time = 101 sprpriority = 7 pos = -170, 15 postype = p1 facing = 1 scale = 1 , 1 bindtime = 1 anim = 26518 removetime = -1 [State -3,select] type = Explod trigger1 = EnemyNear,SelfAnimExist(27319568) = 0 trigger1 = EnemyNear,SelfAnimExist(36800) = 0 trigger1 = EnemyNear,SelfAnimExist(3000732) = 0 trigger1 = EnemyNear,SelfAnimExist(15600) = 0 trigger1 = EnemyNear,SelfAnimExist(52222) = 0 trigger1 = EnemyNear,SelfAnimExist(36699) trigger1 = NumExplod(6623) = 0 trigger1 = Time = 101 id = 6623 sprpriority = 0 pos = 0, 0 postype = left facing = 1 scale = 1 , 1 bindtime = 1 anim = 6623 removetime = -1 [State -3,select] type = Explod triggerall = Var(24) = 1 triggerall = EnemyNear,SelfAnimExist(15600) = 0 triggerall = EnemyNear,SelfAnimExist(36699) = 0 triggerall = EnemyNear,SelfAnimExist(27319568) = 0 triggerall = EnemyNear,SelfAnimExist(36800) = 0 triggerall = EnemyNear,SelfAnimExist(3000732) = 0 triggerall = EnemyNear,SelfAnimExist(52222) = 0 trigger1 = NumExplod(6619) = 0 trigger1 = Time = 101 id = 6619 sprpriority = 3 pos = 0, 0 postype = p1 facing = -1 scale = 1 , 1 bindtime = 1 anim = 6619 removetime = -1 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6630) != 0 ID = 6630 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6631) != 0 ID = 6631 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6632) != 0 ID = 6632 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6633) != 0 ID = 6633 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6634) != 0 ID = 6634 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6635) != 0 ID = 6635 [State 3000, screenbound] Type = ScreenBound Trigger1 = time >= 102 Value = 1 MoveCamera = 0,0 [State 5150, 0] type = Posset triggerall = time = 102 trigger1 = NumExplod(6619) != 0 trigger2 = NumExplod(6618) != 0 trigger3 = NumExplod(26516) != 0 X = -80 Y = 0 [State 0, 4] type = ChangeState trigger1 = time >= 380 value = 100182 ;--------------------------------------------------------------------------- ; Win pose ninshin [Statedef 100182] type = S ctrl = 0 anim = 3803 sprpriority = 1 velset = 0,0 [State 4000, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 ;スプライトを消去 [State 6001,RemoveExplod] type = RemoveExplod trigger1 = Time = 0 ID = 21105 [State AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoMusic flag2 = NoBarDisplay ignorehitpause = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 181, 1] type = NotHitBy trigger1 = 1 value = SCA time = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = NumExplod(6618) = 0 trigger1 = NumExplod(6619) = 0 trigger1 = NumExplod(26516) = 0 flag = Invisible ignorehitpause = 1 [State 0, 4] type = Changeanim triggerall = anim != 30000 trigger1 = NumExplod(6618) = 0 trigger1 = NumExplod(6619) = 0 trigger1 = NumExplod(26516) = 0 value = 30000 [State 5150, 0] type = sprpriority trigger1= enemynear(0),Anim = 6620 trigger2= enemynear(1),Anim = 6620 value = 4 [State 1699, SprPriority] type = SprPriority trigger1 = NumExplod(26516) != 0 value = 5 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6615) != 0 ID = 6615 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6617) != 0 ID = 6617 ;勝利時間キープ [State AssertSpecial] type = AssertSpecial trigger1 = time = [0,880] flag = RoundNotOver ignorehitpause = 1 [state 181, Voice] type = playsnd triggerall = animelem = 4 triggerall = anim = 3803 trigger1 = NumExplod(6618) != 0 trigger2 = NumExplod(6619) != 0 trigger3 = NumExplod(26516) != 0 value = 3040,0 [State 182,01] type = PlaySnd triggerall = time = 0 trigger1 = NumExplod(6621) != 0 value = 80,80 [State 182,01] type = PlaySnd triggerall = time = 120 trigger1 = NumExplod(6623) != 0 value = 0,27 loop = 1 channel = 30 [state 50000] type = Turn trigger1 = Facing = -1 ignorehitpause = 1 ;--------------------------------- ;ミノKO [Statedef 100183] type = S ctrl = 0 velset = 0,0 anim = 11 sprpriority = -5 [State 4010, 終わらない] type = AssertSpecial trigger1 = 1 flag = roundnotover [State 4000, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = NoBG flag3 = NoFG ignorehitpause = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoMusic flag2 = NoBarDisplay ignorehitpause = 1 [State -2, re] type = RemoveExplod trigger1 = time = 0 trigger1 = numexplod(6617)>=1 ID = 6617 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6630) != 0 ID = 6630 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6631) != 0 ID = 6631 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6632) != 0 ID = 6632 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6633) != 0 ID = 6633 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6634) != 0 ID = 6634 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6635) != 0 ID = 6635 [State 5110, 破り音] type = PlaySnd trigger1 = Time = 0 trigger2 = Time = 20 trigger3 = Time = 40 value = 4010, 0 [State -3,select] type = Explod trigger1 = time >= 0 trigger1 = NumExplod(6605) = 0 id = 6605 sprpriority = 10 pos = 0, 0 postype = left facing = 1 scale = 4 , 4 bindtime = -1 anim = 6603 removetime = -1 [State 0, 4] type = ChangeState trigger1 = time >= 120 value = 100184 ;--------------------------------- ;ミノKO [Statedef 100184] type = S ctrl = 0 velset = 0,0 sprpriority = 1 [State 4000, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 1699, アニメ] type = ChangeAnim trigger1 = time = 0 value = 30000 [State 4010, 終わらない] type = AssertSpecial trigger1 = time < 500000 flag = roundnotover [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = NoBG flag3 = NoFG ignorehitpause = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoMusic flag2 = NoBarDisplay flag3 = Invisible ignorehitpause = 1 [State 82140, 1] type = ScreenBound trigger1 = 1 movecamera = 0,0 [State -3,select] type = Explod trigger1 = NumExplod(6603) = 0 id = 6603 sprpriority = -1 pos = 0, 0 postype = left facing = 1 scale = 4 , 4 bindtime = -1 anim = 6603 removetime = -1 [State -2, re] type = RemoveExplod trigger1 = time = 0 trigger1 = numexplod(6605)>=1 ID = 6605 ;------------------------------------------------- ;産卵孕ませKO 相手の処理 ;------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 105100] type = L movetype= H physics = N [State 6002, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover [state 50000] type = Turn trigger1 = ceil(p2dist x) < 0 trigger1 = P2Name = "BIRDIE" || P4name = "BIRDIE" persistent = 0 [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 105110 ;HIT_LIEDOWN [State 5100, 8] type = GameMakeAnim trigger1 = Time = 1 value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = 105101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 105101] type = L movetype= H physics = N [State 6002, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger2 = !SelfAnimExist(5160 + (anim % 10)) value = 5160 [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) [State 5101, 3] type = HitFallVel trigger1 = Time = 0 [State 5101, 4] type = PosSet trigger1 = Time = 0 y = 20 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = ChangeState value = 105110 ;--------------------------------------------------------------------------- ; HIT_LIEDOWN [Statedef 105110] type = L movetype= H physics = N [State 6002, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover [State 5110, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5110, 1] ;For hit up/up-diag type (from state 5081) type = ChangeAnim persistent = 0 trigger1 = SelfAnimExist(5110 + (anim % 10)) trigger1 = anim = [5081,5089] value = 5110 + (anim % 10) [State 5110, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim != [5161,5169] trigger2 = !SelfAnimExist(5170 + (anim % 10)) value = 5170 [State 5110, 3] ;Hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 triggerall = anim != [5110,5119] ;Not already changed anim trigger1 = anim = [5161,5169] trigger1 = SelfAnimExist(5170 + (anim % 10)) value = 5170 + (anim % 10) [State 5110, 4] type = HitFallDamage trigger1 = Time = 0 [State 5110, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 5110, Var] ;Get fall velocity type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) [State 5110, 6] type = PlaySnd trigger1 = Time = 0 trigger1 = !SysVar(0) value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5110, 7] type = GameMakeAnim trigger1 = Time = 0 trigger1 = !SysVar(0) value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5110, 8] type = VelSet trigger1 = Time = 0 y = 0 [State 5110, 9] ;For hit up type type = ChangeAnim persistent = 0 triggerall = anim = [5171,5179] triggerall = SelfAnimExist(5110 + (anim % 10)) trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim value = 5110 + (anim % 10) [State 5110, 10] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != [5111,5119] trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame value = 5110 [State 5110, 11] ;If just died type = ChangeState triggerall = !alive trigger1 = AnimTime = 0 trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame trigger3 = Anim = [5110,5119] value = 5150 [State 5110, 12] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 5110, 13] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5110, 14] type = ForceFeedback trigger1 = alive trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 5110, 15] type = ForceFeedback trigger1 = !alive trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine ;------------------------------------------------- ;事後KO 相手の処理 ;------------------------------------------------- ; HIT_BOUNCE (hit ground) [Statedef 115100] type = L movetype= H physics = N [state 50000] type = Turn trigger1 = ceil(p2dist x) < 0 trigger1 = P2Name = "BIRDIE" || P4name = "BIRDIE" persistent = 0 [State 6002, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover [State 5100, 1] type = VelSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 trigger1 = vel x > 1 x = 1 [State 5100, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5100, Var] ;Save fall velocity type = VarSet trigger1 = Time = 0 sysvar(1) = floor(vel y) [State 5100, 2] ;Hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = (anim != [5051,5059]) && (anim != [5061,5069]) trigger2 = !SelfAnimExist(5100 + (anim % 10)) value = 5100 [State 5100, 3] ;Hit ground anim (for hit up) type = ChangeAnim trigger1 = time = 0 trigger1 = (anim = [5051,5059]) || (anim = [5061,5069]) trigger1 = SelfAnimExist(5100 + (anim % 10)) value = 5100 + (anim % 10) [State 5100, 4] type = PosSet trigger1 = Time = 0 y = 0 [State 5100, 5] type = VelSet trigger1 = Time = 0 y = 0 [State 5100, 6] ;Reduce speed type = VelMul trigger1 = Time = 0 x = 0.75 [State 5100, 7] type = ChangeState trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) = 0 value = 115110 ;HIT_LIEDOWN [State 5100, 8] type = GameMakeAnim trigger1 = Time = 1 value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5100, 9] type = HitFallDamage trigger1 = Time = 3 [State 5100, 10] type = PlaySnd trigger1 = Time = 1 value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5100, 11] type = PosFreeze trigger1 = 1 [State 5100, 12] type = ChangeState trigger1 = AnimTime = 0 value = 115101 [State 5100, 13] type = ForceFeedback trigger1 = Time = 0 waveform = sinesquare ampl = 128,-3,-.2,.005 time = 20 ;--------------------------------------------------------------------------- ; HIT_BOUNCE (bounce into air) [Statedef 115101] type = L movetype= H physics = N [State 6002, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover [State 5101, 1] ;Coming hit ground anim (normal) type = ChangeAnim triggerall = time = 0 trigger1 = anim != [5101,5109] trigger2 = !SelfAnimExist(5160 + (anim % 10)) value = 5160 [State 5101, 2] ;Coming hit ground anim (for hit up) type = ChangeAnim triggerall = time = 0 trigger1 = anim = [5101,5109] trigger1 = SelfAnimExist(5160 + (anim % 10)) value = 5160 + (anim % 10) [State 5101, 3] type = HitFallVel trigger1 = Time = 0 [State 5101, 4] type = PosSet trigger1 = Time = 0 y = 20 [State 5101, 5] ;Acceleration type = VelAdd trigger1 = 1 y = .4 [State 5101, 6] ;Hit ground trigger1 = Vel Y > 0 trigger1 = Pos Y >= 12 type = ChangeState value = 115110 ;--------------------------------------------------------------------------- ; HIT_LIEDOWN [Statedef 115110] type = L movetype= H physics = N [State 6002, AssertSpecial] type = AssertSpecial trigger1 = 1 flag = roundnotover [State 5110, EnvShake] type = FallEnvShake trigger1 = Time = 0 [State 5110, 1] type = ChangeAnim persistent = 0 trigger1 = Time = 0 value = 36699 [State 5110, 4] type = HitFallDamage trigger1 = Time = 0 [State 5110, 5] type = PosSet trigger1 = Time = 0 y = 0 [State 5110, Var] ;Get fall velocity type = VarSet trigger1 = Time = 0 trigger1 = GetHitVar(fall.yvel) != 0 sysvar(1) = floor(vel y) [State 5110, 6] type = PlaySnd trigger1 = Time = 0 trigger1 = !SysVar(0) value = F7, (sysvar(1) > 5) + (sysvar(1) > 14) [State 5110, 7] type = GameMakeAnim trigger1 = Time = 0 trigger1 = !SysVar(0) value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14) pos = 0, 0 under = sysvar(1) <= 14 [State 5110, 8] type = VelSet trigger1 = Time = 0 y = 0 [State 5110, 12] type = VarSet trigger1 = SysVar(0) trigger1 = Time = 0 sysvar(0) = 0 [State 5110, 13] ;Friction type = VelMul trigger1 = 1 x = 0.85 [State 5110, 14] type = ForceFeedback trigger1 = alive trigger1 = Time = 0 time = 8 ampl = 240 waveform = sine [State 5110, 15] type = ForceFeedback trigger1 = !alive trigger1 = Time = 0 ampl = 200, 7, -.467 time = 30 waveform = sine [State 5110, 11] ;If just died type = ChangeState trigger1 = Anim = 36699 trigger1 = alive = 0 trigger1 = time > 0 value = 5150 [State 1699, 起き上がりへ] type = SelfState trigger1 = alive = 1 trigger1 = Time > 225 value = 5120 ;--------------------------------- ; 勝利ポーズ・服破り(孕ませKO)・相手側 [Statedef 105150] type = L ctrl = 0 velset = 0,0 [State 3000, screenbound] Type = ScreenBound Trigger1 = 1 Value = 0 MoveCamera = 0,0 [State 4000, PlayerPush] type = PlayerPush trigger1 = 1 value = 0 [State 4020, 長い悲鳴] type = PlaySnd trigger1 = Time = 60 value = 11,0 [State 4020, Width] type = Width triggerall = EnemyNear,Var(24) = 0 triggerall = SelfAnimExist(3000732) = 0 triggerall = SelfAnimExist(36800) = 0 triggerall = SelfAnimExist(27319568) = 0 trigger1 = Time = 150 edge = 32,32 [State 4000, ミノKOへ] type = ChangeState triggerall = (SelfAnimExist(30036780)) || (SelfAnimExist(30036790)) trigger1 = EnemyNear,stateno = 100184 value = 1015163 [State 4020, 専用ENDへ] type = ChangeState triggerall = EnemyNear,Var(24) = 0 triggerall = SelfAnimExist(3000732) = 0 triggerall = SelfAnimExist(36800) = 0 triggerall = SelfAnimExist(27319568) = 0 triggerall = SelfAnimExist(15600) = 0 triggerall = SelfAnimExist(36699) = 0 triggerall = (SelfAnimExist(51231) = 0)||(SelfAnimExist(51232) = 0)||(SelfAnimExist(51233) = 0) triggerall = (SelfAnimExist(51251) = 0)||(SelfAnimExist(51252) = 0)||(SelfAnimExist(51253) = 0) triggerall = SelfAnimExist(52222) = 0 trigger1 = Time = 150 value = 105152 [State 4020, 専用ENDへ] type = ChangeState trigger1 = Time = 280 value = 105151 ;--------------------------------------------------------------------------- ;妊娠KO 相手 [Statedef 105151] type = S movetype= H physics = N velset = 0,0 sprpriority = 3 anim = 5110 [State 3000, screenbound] Type = ScreenBound Trigger1 = 1 Value = 0 MoveCamera = 0,0 [State 13100, 次へ] type = ChangeState trigger1 = EnemyNear,stateNo = 46001 value = 47001 [State 4000, ミノKOへ] type = ChangeState triggerall = (SelfAnimExist(30036780)) || (SelfAnimExist(30036790)) trigger1 = EnemyNear,stateno = 100184 value = 1015163 [State 5150, 0] type = sprpriority trigger1 = SelfAnimExist(27319568) != 0 trigger2 = SelfAnimExist(36800) != 0 trigger3 = SelfAnimExist(3000732) != 0 value = 3 persistent=0 [State 5150, 0] type = sprpriority triggerall = SelfAnimExist(27319568) = 0 triggerall = SelfAnimExist(36800) = 0 triggerall = SelfAnimExist(3000732) = 0 trigger1 = anim = 6620 value = 2 [State 82140, 1] type = posset trigger1 = time = 0 x = 0 y = 0 [State -2,AssertSpecial] type = AssertSpecial trigger1 = time < 100 flag = Invisible ignorehitpause = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = time < 100 flag = NoShadow ignorehitpause = 1 [state 50000] type = Turn trigger1 = (EnemyNear,NumExplod(26516) = 0)||(time < 100) trigger1 = Facing = 1 ignorehitpause = 1 [State -2, re] type = RemoveExplod trigger1 = numexplod(36698)>=1 ID = 36698 [State 1699, アニメ] type = ChangeAnim triggerall = EnemyNear,NumExplod(6618) != 0 trigger1 = SelfAnimExist(27319568) != 0 trigger1 = anim != 27319568 value = 27319568 [State 1699, アニメ] type = ChangeAnim triggerall = EnemyNear,NumExplod(6618) != 0 triggerall = SelfAnimExist(27319568) = 0 trigger1 = SelfAnimExist(36800) != 0 trigger1 = anim != 36800 trigger2 = AnimElem = 4 trigger2 = anim = 36800 value = 36800 elem = 2 [State 1699, アニメ] type = ChangeAnim triggerall = EnemyNear,NumExplod(6618) != 0 triggerall = SelfAnimExist(27319568) = 0 trigger1 = SelfAnimExist(36800) = 0 trigger1 = SelfAnimExist(3000732) != 0 trigger1 = anim != 3000732 trigger2 = AnimElem = 4 trigger2 = anim = 3000732 value = 3000732 elem = 2 [State 1699, アニメ] type = ChangeAnim triggerall = EnemyNear,NumExplod(6621) != 0 trigger1 = anim != 15600 value = 15600 [State 1699, アニメ] type = ChangeAnim triggerall = EnemyNear,NumExplod(6623) != 0 trigger1 = anim != 36699 trigger1 = time >= 80 value = 36699 [State 1699, SprPriority] type = SprPriority trigger1 = EnemyNear,NumExplod(26516) != 0 value = 8 [State -3,select] type = Explod trigger1 = EnemyNear,NumExplod(26505) != 0 trigger1 = NumExplod(52222) = 0 sprpriority = 5 pos = 0, -60 postype = p1 facing = 1 scale = const(size.xscale),const(size.yscale) bindtime = 1 ID = 52222 anim = 52222 removetime = -1 [State 82140, 1] type = posset trigger1 = EnemyNear,NumExplod(26516) != 0 trigger1 = NumExplod(52222) trigger1 = time > 100 x = 27 y = -2 [state 50000] type = Turn triggerall = EnemyNear,NumExplod(26516) != 0 trigger1 = NumExplod(52222) trigger1 = time > 100 trigger1 = Facing = -1 ignorehitpause = 1 [state 0, Go small] type = AngleDraw triggerall = EnemyNear,NumExplod(26516) != 0 trigger1 = NumExplod(52222) trigger1 = time > 100 time = -1 value = 0 scale = (ifelse(((const(size.xscale))=1),0.5,((1/(const(size.xscale)))/2))),(ifelse(((const(size.yscale))=1),0.5,((1/(const(size.yscale)))/2))) [State 1699, アニメ] type = ChangeAnim2 triggerall = EnemyNear,NumExplod(26516) != 0 trigger1 = anim != 1015161 value = 1015161 [State 52222,3やられ声] ;悲鳴設定 type = PlaySnd triggerall = EnemyNear,NumExplod(26516) != 0 trigger1 = time >= 100 trigger1 = time%50=20 value = 4218,21+(random%3) channel = 0 [State 5210001,専用ボイス] type = PlaySnd trigger1 = anim = 36699 trigger1 = time = 80 Trigger1 = SelfAnimExist(3220021) = 1 value = 40100, 21 channel = 0 [State 1699, アニメ] type = ChangeAnim2 triggerall = SelfAnimExist(27319568) = 0 triggerall = SelfAnimExist(36800) = 0 triggerall = SelfAnimExist(3000732) = 0 triggerall = SelfAnimExist(15600) = 0 triggerall = SelfAnimExist(36699) = 0 triggerall = SelfAnimExist(52222) = 0 trigger1 = anim != 6620 value = 6620 [State 1699, 位置] type = Posset triggerall = EnemyNear,NumExplod(6618) != 0 triggerall = time = 0 trigger1 =anim = 3000732 trigger2 = anim = 36800 X = 6 Y = -170 [State 1699, 位置] type = Posset triggerall = EnemyNear,NumExplod(6618) != 0 triggerall = time = 0 trigger1 =anim = 27319568 X = 0 Y = -165 [State 1699, 位置] type = Posset trigger1 = anim = 15600 x = 0 y = -45 [State 1699, 位置] type = Posset triggerall = time = 0 trigger1 =anim = 6620 X = 0 Y = 0 [State 1699, 位置] type = Posset trigger1 = anim = 36699 trigger1 = time >= 80 x = 0 y = 0 [State 1001, 3] type = NotHitBy trigger1 = 1 time = 1 value = SCA, NA, SA, HA, NT, ST, HT ignorehitpause = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = anim = 27319568 trigger2 = anim = 36800 trigger3 = anim = 3000732 trigger4 = anim = 6620 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 1081, 音を鳴らす] ;悲鳴設定 type = PlaySnd triggerall = time >= 100 triggerall = AnimElem = 2 trigger1 = anim = 27319568 trigger2 = anim = 36800 trigger3 = anim = 3000732 trigger4 = anim = 15600 value = 4218, 21 channel = 0 [State 1081, 音を鳴らす] ;悲鳴設定 type = PlaySnd triggerall = AnimElem = 2 trigger1 = anim = 6620 value = 4218, 21 channel = 0 [State 1188, 10] type = Explod triggerall = name ="Taimanin_Asagi" trigger1 = EnemyNear,NumExplod(6618) != 0 trigger1 = time = 468 trigger2 = EnemyNear,NumExplod(6621) != 0 trigger2 = anim = 15600 trigger2 = time = 368 anim = 8533 ID = 8533 pos = 0,0 sprpriority = 9999998 postype = left removeTime = -1 [State 7696, 6] type = SelfState triggerall = EnemyNear,NumExplod(6618) != 0 triggerall = name ="Taimanin_Asagi" trigger1 = Time >= 500 ctrl = 0 value = 187 [State 7696, 6] type = SelfState triggerall = EnemyNear,NumExplod(6621) != 0 triggerall = name ="Taimanin_Asagi" trigger1 = anim = 15600 trigger1 = Time >= 400 ctrl = 0 value = 187 ;--------------------------------------------------------------------------- ;妊娠KO 相手 [Statedef 105152] type = S movetype= H physics = N velset = 0,0 sprpriority = 6 [State 82140, 1] type = ScreenBound trigger1 = 1 movecamera = 0,0 [State -2, re] type = RemoveExplod trigger1 = numexplod(36698)>=1 ID = 36698 [State 1699, アニメ] type = ChangeAnim trigger1 = anim != 36699 value = 36699 [State 1001, 3] type = NotHitBy trigger1 = 1 time = 1 value = SCA, NA, SA, HA, NT, ST, HT ignorehitpause = 1 ;--------------------------------- ; 勝利ポーズ・受精孕ませKO・相手側 [Statedef 105153] type = L ctrl = 0 velset = 0,0 [State 181, 1] type = AssertSpecial trigger1 = 1 flag = RoundNotOver [State 3000, screenbound] Type = ScreenBound Trigger1 = 1 Value = 0 MoveCamera = 0,0 [State 13100, 次へ] type = ChangeState trigger1 = EnemyNear,stateNo = 46000 value = 47000 [State 13100, 次へ] type = ChangeState trigger1 = EnemyNear,stateNo = 46001 value = 47001 [State 4020, 専用ENDへ] type = ChangeState trigger1 = Time = 140 value = 105151 ;---------------------------------------------------------------------------- [Statedef 105154] type = S movetype = H physics = N velset = 0,0 ;SprPriority = -2 [State 51220,3,画面の固定] type = Screenbound trigger1 = 1 value = 0 [State 6230, ] type = PosSet trigger1 = time = 0 y = 0 [State 1699, 専用アニメ] type = ChangeAnim trigger1 = SelfAnimExist(36699) trigger1 = time = 0 value = 36699 [State 1695, 汎用アニメ] type = ChangeAnim trigger1 = !SelfAnimExist(36699) trigger1 = time = 0 value = 5110 [State 1695, 前面エフェクト] type = Explod trigger1 = SelfAnimExist(36698) trigger1 = Time = 0 anim = 36698 ID = 36698 facing = 1 bindtime = ifelse(Alive,270,20) removetime = -1 pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale)) ;pos = 0,0 scale = const(size.xscale),const(size.yscale) sprpriority = -1 ownpal = 0 IgnoreHitPause = 0 [State 6230,1];ステートを変更 type = ChangeState trigger1 = Time > 0 value = 5150 ;--------------------------------------------------------------------------- ;ミノKO(相手)3 [Statedef 1015163] type = S movetype= H physics = N sprpriority = 3 velset = 0,0 Ctrl = 0 [State 82140, 1] type = ScreenBound trigger1 = 1 movecamera = 0,0 [State 1699, アニメ] type = ChangeAnim trigger1 = SelfAnimExist(30036780) trigger1 = time = 0 value = 30036780 [State 1699, アニメ] type = ChangeAnim trigger1 = SelfAnimExist(30036790) trigger1 = time = 0 value = 30036790 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = Invisible ignorehitpause = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow ignorehitpause = 1 [State -2, re] type = RemoveExplod trigger1 = numexplod(36698)>=1 ID = 36698 [State 1001, 3] type = NotHitBy trigger1 = 1 time = 1 value = SCA, NA, SA, HA, NT, ST, HT ignorehitpause = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoBG flag2 = NoFG ignorehitpause = 1 [State 4021, 一枚絵] type = Explod triggerall = Time = 0 trigger1 = SelfAnimExist(30036780) trigger2 = SelfAnimExist(30036790) anim = ifelse(SelfAnimExist(30036790),30036790,30036780) ID = 36780 facing = 1 bindtime = -1 removetime = -1 PosType = Left pos = 0,0 sprpriority = 9999998 ownpal = 1 ontop = 0 scale = ifelse(SelfAnimExist(30036790),.5,1),ifelse(SelfAnimExist(30036790),.5,1) IgnoreHitPause = 0 persistent = 0 [State 4021, 補助物] type = Explod triggerall = Time = 0 trigger1 = SelfAnimExist(30036785) trigger2 = SelfAnimExist(30036795) anim = ifelse(SelfAnimExist(30036795),30036795,30036785) ID = 36780 facing = 1 bindtime = -1 removetime = -1 PosType = Left pos = 0,0 sprpriority = 9999999 ownpal = 1 ontop = 0 scale = ifelse(SelfAnimExist(30036795),.5,1),ifelse(SelfAnimExist(30036795),.5,1) IgnoreHitPause = 0 persistent = 0 [State 4021, 終わらない] type = AssertSpecial trigger1 = NumExplod(36780) trigger2 = NumExplod(36790) flag = roundnotover flag2 = nobardisplay flag3 = noFG ;--------------------------------------------------------------------------- ;輪姦KO用 ;--------------------------------------------------------------------------- ;輪姦KO用 永久タゲヘルパー [Statedef 15164] Type = A MoveType = A Physics = N Ctrl = 0 Anim = 15164 [State , posset] Type = posset Trigger1 = 1 x = root,pos x y = root,pos y Ignorehitpause = 1 [State , 当身] Type = ReversalDef Trigger1 = ishelper(15164) Reversal.Attr = SCA,AA,AT,AP Pausetime = 0, 2 Sparkno = -1 Hitsound = -1 Numhits = 0 Ignorehitpause = 1 [State 5110, 10] ;For normal type = ChangeAnim trigger1 = Anim != 30000 trigger1 = NumTarget value = 30000 ignorehitpause = 1 ;輪姦KO用 用 [State -2,TargetState] type = TargetState triggerall = NumTarget triggerall = Target,Life <= 0 trigger1 = Target,StateNo = [5110,5111] trigger2 = (Target,name = "Schlussel")&&(Target,StateNo = 5950) ignorehitpause = 1 value = 15160 ;輪姦KO,脱衣KO対策用 [State -2,TargetState] type = TargetState triggerall = NumTarget triggerall = Target,Life <= 0 trigger1 = MatchOver trigger1 = Target,anim = 54321 trigger1 = Target,Pos Y > -1 trigger1 = Target,time > 9 trigger1 = (!(Target,Stateno = [15159,15160])) ignorehitpause = 1 value = 15159 [State -2,helper];2p位置感知ヘルパー Type = Helper Triggerall = Numhelper(15163) = 0 Trigger1 = Target,StateNo = 15160 Trigger2 = Target,StateNo = 15159 Pos = 0, 0 PosType = P2 ID = 15163 StateNo = 15163 ignorehitpause = 1 [State 3000, screenbound] Type = ScreenBound Trigger1 = 1 Value = 0 MoveCamera = 0,0 ignorehitpause = 1 [State 0, DestroySelf] type = DestroySelf triggerall= ishelper(15164) trigger1 = enemy,numpartner = 0 trigger1 = (enemy,Life > 0) && (!(root,movetype = A)) trigger2 = enemy,numpartner trigger2 = (enemynear(0),Life > 0)||(enemynear(1),Life > 0) trigger2 = (!(root,movetype = A)) ignorehitpause = 1 ;--------------------------------------------------------------------------- ;輪姦KO(相手)1 [Statedef 15160] type = L movetype= H physics = N velset = 0,0 Ctrl = 0 [State 3000, screenbound] Type = ScreenBound Trigger1 = 1 Value = 1 MoveCamera = 1,0 [State 15161, 9] type = posset trigger1 = 1 y = 0 [State 15160] type = Changeanim trigger1 = anim = 54321 value = 54322 [State 5110, 9] ;For hit up type type = ChangeAnim persistent = 0 triggerall = anim != [54321,54322] triggerall = anim = [5171,5179] trigger1 = SelfAnimExist(5110 + (anim % 10)) value = 5110 + (anim % 10) [State 5110, 10] ;For normal type = ChangeAnim persistent = 0 triggerall = Anim != 36699 triggerall = anim != [54321,54322] triggerall = Anim != [5111,5119] triggerall= !((Name="Schlussel")&&(Anim=54325)) trigger1 = !SelfAnimExist(5110 + (anim % 10)) value = 5110 [State 5900, 3] ;Intro type = ChangeState trigger1 = Time = 0 value = 5150 ;-------------------------------------------------------------- ;輪姦KO,脱衣KO対策用(相手) [Statedef 15159] type = A movetype= H physics = N anim = 54321 ctrl = 0 sprpriority = 2 ;velset = -5.1, -6.2 [State 600, 4] type = turn trigger1 = time = 0 trigger1 = p2bodydist X < -10 [State 600, 4] type = Gravity trigger1 = 1 [State 30000, 3] type = Changeanim trigger1 = !(Name = "Schlussel") trigger1 = Pos Y >= -1 trigger1 = time > 8 value = 54322 [State 30000, 3] type = Changeanim trigger1 = Name = "Schlussel" trigger1 = Pos Y >= -1 trigger1 = time > 8 value = 54325 [State 30000, 3] type = ChangeState trigger1 = Pos Y >= -1 trigger1 = time > 8 value = 15160 ;--------------------------------------------------------------------------- [StateDef 15163];輪姦KO群集ヘルパー Type = A MoveType = I Physics = N Anim = 20000 velset = 0,0 [State 15161] Type = Posset Trigger1 = 1 x = enemynear,pos X Y = 0 [State 100060, 群がる群衆1] type = Explod trigger1 = root,StateNo = 100180 trigger1 = root,time = 5 anim = 100067 ID = 100067 facing = 1 bindtime = -1 removetime = 400 PosType = p1 sprpriority = 3 ownpal = 1 ;ontop = 1 scale = 0.5 ,0.5 IgnoreHitPause = 0 persistent = 0 [State 100060, 群がる群衆2] type = Explod trigger1 = root,StateNo = 100180 trigger1 = root,time = 60 anim = 100068 ID = 100068 facing = 1 bindtime = -1 removetime = 400 PosType = p1 sprpriority = 3 ownpal = 1 ;ontop = 1 scale = 0.5 ,0.5 ;IgnoreHitPause = 0 ;persistent = 0 [State -2, re] type = RemoveExplod trigger1 = root,StateNo != [100180,100181] trigger1 = numexplod(100067)>=1 ID = 100067 [State -2, re] type = RemoveExplod trigger1 = root,StateNo != [100180,100181] trigger1 = numexplod(100068)>=1 ID = 100068 [State 0, DestroySelf] type = DestroySelf triggerall= ishelper(15163) trigger1 = enemynear,numpartner = 0 trigger1 = enemynear,Life > 0 trigger2 = enemynear,numpartner trigger2 = (enemynear(0),Life > 0)||(enemynear(1),Life > 0) trigger3 = root,StateNo = 181 ignorehitpause = 1 ;============================================================================== ; 対魔忍アサギ用 催眠刻印強制発動 ;============================================================================== [statedef 8593768] type = S movetype = A physics = N ctrl = 0 anim = 15164 sprpriority = 6 [State 1001, shadow] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = Invisible [state 1001, hit] type = HitDef triggerall = EnemyNear,life > 0 trigger1 = time = 0 trigger1 = (EnemyNear,stateno != 1195) trigger1 = EnemyNear,name ="Taimanin_Asagi" attr = S, NA damage = 0,0 hitflag= M- ;hitsound = S3,1 sparkno = -1 pausetime = 0,0 sparkno = -1 guard.sparkno = -1 persistent =1 p2stateno = 8593769 kill = 0 [state 1001, destroy] type = Destroyself trigger1 = time = 1 ;--------------------------------------------------------------------- ;対魔忍アサギ用 催眠刻印強制発動 相手の制御 ;--------------------------------------------------------------------- [Statedef 8593769] type = S physics = N movetype = H ctrl = 0 [State 1100, NotHitBy] type = NotHitBy value = SCA trigger1 = 1 [State 0, ] type = PosSet trigger1 = Pos Y > 0 y = 0 [State 7696, 6] type = SelfState trigger1 = Time >= 0 ctrl = 0 value = 1195 ;------------------------------------------------------------------------ ;--------------------------------------------------------------------------- ;肉便器 ;--------------------------------------------------------------------------- ;--------------------------------- [Statedef 46000] type = S ctrl = 0 velset = 0,0 sprpriority = 1 [State 4010, 終わらない] type = AssertSpecial trigger1 = 1 flag = roundnotover [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = NoBG flag3 = NoFG ignorehitpause = 1 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoMusic flag2 = NoBarDisplay flag3 = roundnotover ignorehitpause = 1 [State -2, re] type = RemoveExplod trigger1 = time = 0 trigger1 = numexplod(6617)>=1 ID = 6617 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6630) != 0 ID = 6630 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6631) != 0 ID = 6631 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6632) != 0 ID = 6632 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6633) != 0 ID = 6633 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6634) != 0 ID = 6634 [State -2,RemoveExplod] type = RemoveExplod trigger1 = NumExplod(6635) != 0 ID = 6635 [State 5110, 破り音] type = PlaySnd trigger1 = Time = 0 trigger2 = Time = 20 trigger3 = Time = 40 value = 4010, 0 [State -3,select] type = Explod trigger1 = NumExplod(6603) = 0 id = 6603 sprpriority = -1 pos = 0, 0 postype = left facing = 1 scale = 4 , 4 bindtime = -1 anim = 6603 removetime = -1 [State -3,select] type = Explod trigger1 = NumExplod(6617) = 0 id = 6617 sprpriority = 6 pos = 0, 0 postype = left facing = 1 scale = 4 , 4 bindtime = -1 anim = 6603 removetime = -1 [State -3,select] type = Explod triggerall = NumExplod(6615) = 0 trigger1 = Time = 0 id = 6615 sprpriority = 7 pos = 120, 100 postype = left facing = 1 scale = 0.5 , 0.5 bindtime = -1 anim = 6615 removetime = 280 [State 1699, 位置] type = Posset trigger1 = 1 X = 0 Y = 0 [state 50000] type = Turn trigger1 = Facing = -1 ignorehitpause = 1 [State 0, 4] type = ChangeState trigger1 = time >= 280 value = 46001 ;-------------------------------------------------------------------------------- [Statedef 46001,] type = S movetype = A physics = N velset = 0,0 anim = 30000 ctrl = 0 sprpriority = 3 [State 82140, 1] type = ScreenBound trigger1 = 1 movecamera = 0,0 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = NoBG flag3 = NoFG ignorehitpause = 1 [State 4000, 終わらない] type = AssertSpecial trigger1 = 1 flag = roundnotover flag2 = NoMusic flag3 = NoBarDisplay [State 9103, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 45015 [State 9103, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 6603 [State 9103, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 6617 [State 9103, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 6615 [State 1610, 幅] type = PosSet trigger1 = time = 0 x = 0 y = -50 [State 12002, 本体2] type = Explod trigger1 = time = 100 anim = 45014 ID =45014 postype = p1 facing = -1 ;pos = ceil(5*const(size.xscale)),ceil(45*const(size.yscale)) pos = 5,45 removetime = -1 bindtime = -1 sprpriority = 6 supermovetime = 30 removeongethit = 1 [State 12002, 背景] type = Explod trigger1 = NumExplod(45005) = 0 trigger1 = time = 0 anim = 45005 ID =45005 postype = left ;pos = ceil(0*const(size.xscale)),ceil(0*const(size.yscale)) pos = 0,0 scale = 0.5,0.5 removetime = -5 bindtime = -1 sprpriority = -5 supermovetime = 30 removeongethit = 1 [State 12002, 背景2] type = Explod trigger1 = NumExplod(45013) = 0 trigger1 = time = 0 anim = 45013 ID =45013 postype = p2 ;pos = ceil(0*const(size.xscale)),ceil(80*const(size.yscale)) pos = 0,80 removetime = -1 bindtime = -1 sprpriority = 10 supermovetime = 30 removeongethit = 1 [State 12002, ブロック] type = Explod trigger1 = NumExplod(45004) = 0 trigger1 = time = 0 anim = 45004 ID =45004 postype = p1 ;pos = ceil(3*const(size.xscale)),ceil(45*const(size.yscale)) pos = 3,45 removetime = -1 bindtime = -1 sprpriority = -1 supermovetime = 30 removeongethit = 1 [State 12002, ブロック2] type = Explod trigger1 = NumExplod(45006) = 0 trigger1 = time = 0 anim = 45006 ID =45006 postype = p1 ;pos = ceil(3*const(size.xscale)),ceil(45*const(size.yscale)) pos = 3,45 removetime = -1 bindtime = -1 sprpriority = 2 supermovetime = 30 removeongethit = 1 [State 13100, 次へ] type = ChangeState trigger1 = Time = 200 value = 46002 ;--------------------------------------------------------------------------- [Statedef 46002,] type = S movetype = A physics = N velset = 0,0 anim = 30000 ctrl = 0 sprpriority = 3 [State 82140, 1] type = ScreenBound trigger1 = 1 movecamera = 0,0 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = NoBG flag3 = NoFG ignorehitpause = 1 [State 4000, 終わらない] type = AssertSpecial trigger1 = 1 flag = roundnotover flag2 = NoMusic flag3 = NoBarDisplay [State 51209,音声1];挿入音 type = PlaySnd trigger1 = time = 16 value = 6080,6 [State 51209, 音声2];ピストン1 type = PlaySnd trigger1 = time = 80 ||time = 100 || time = 120 || time = 140 trigger2 = time = 160 ||time = 180 || time = 200 || time = 220 value = 8200,4 [State 51209, 音声2-2];ピストン2 type = PlaySnd trigger1 = time = 240 ||time = 252 || time = 264 || time = 276 trigger2 = time = 288 ||time = 300 || time = 312 || time = 324 value = 8200,4 [State 51209, 音声2];ピストン3 type = PlaySnd trigger1 = time = 80 ||time = 100 || time = 120 || time = 140 trigger2 = time = 160 ||time = 180 || time = 200 || time = 220 value = 8150,3 [State 51209, 音声2-2];ピストン4 type = PlaySnd trigger1 = time = 240 ||time = 252 || time = 264 || time = 276 trigger2 = time = 288 ||time = 300 || time = 312 || time = 324 value = 8150,3 [State 51209,音声3];射精音 type = PlaySnd trigger1 = time =332||time = 367||time = 403 value = 8200,5 [State 51209, 4] ;飛散液1 type = Explod trigger1 = time =342||time = 377||time = 413 id = 18308 ownpal = 0 sprpriority = 5 pos = 0, 0 facing = -1 postype = p1 scale = 0.5,0.5 bindtime = 1 anim = 18316 [State 51209, 4] ;飛散液2 type = Explod trigger1 = time = 493 id = 18308 ownpal = 0 sprpriority = 5 pos = 3, 5 facing = -1 postype = p1 scale = 0.6,0.6 bindtime = 1 anim = 18316 [State 51209, 4] ;漏れ出る液 type = Explod trigger1 = time = 503 id = 18308 ownpal = 0 facing = -1 sprpriority = 5 pos = 0, 4 postype = p1 scale = 1.0,1.0 bindtime = 1 anim = 1151250 [State 9103, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 45014 [State 12002, 本体2] type = Explod trigger1 = time = 0 anim = 45018 ID =45018 postype = p1 facing = -1 ;pos = ceil(5*const(size.xscale)),ceil(45*const(size.yscale)) pos = 5,45 removetime = -1 bindtime = -1 sprpriority = 6 supermovetime = 30 removeongethit = 1 [State 13100, 次へ] type = ChangeState trigger1 = Time = 523 value = 46003 ;--------------------------------------------------------------------------- [Statedef 46003,] type = S movetype = A physics = N velset = 0,0 anim = 30000 ctrl = 0 sprpriority = 3 [State 82140, 1] type = ScreenBound trigger1 = 1 movecamera = 0,0 [State -2,AssertSpecial] type = AssertSpecial trigger1 = 1 flag = NoShadow flag2 = NoBG flag3 = NoFG ignorehitpause = 1 [State 4000, 終わらない] type = AssertSpecial trigger1 = 1 flag = roundnotover flag2 = NoMusic flag3 = NoBarDisplay [State 9103, エフェクト消去] type = RemoveExplod trigger1 = time = 0 ID = 45018 [State 51210,音声0];挿入音小 type = PlaySnd trigger1 = time = 20 value = 8150,2 [State 51210,音声1];挿入音大 type = PlaySnd trigger1 = time = 98||time = 558 value = 6080,6 [State 51210,音声1];微動 type = PlaySnd trigger1 = time = 66 value = 8150,1 [State 51210, 音声2];ピストン1 type = PlaySnd trigger1 = time = 192 ||time = 212 || time = 232 || time = 252 trigger2 = time = 272 ||time = 292 value = 8200,4 [State 51210, 音声2-2];ピストン2 type = PlaySnd trigger1 = time = 310 ||time = 322 || time = 334 || time = 346 trigger2 = time = 358 ||time = 370 || time = 382 trigger3 = time = 603 ||time = 615 || time = 627 || time = 639|| time = 651|| time = 663|| time = 675 value = 8200,4 [State 51210, 音声2];ピストン3 type = PlaySnd trigger1 = time = 192 ||time = 212 || time = 232 || time = 252 trigger2 = time = 272 ||time = 292 value = 8150,3 [State 51210, 音声2-2];ピストン4 type = PlaySnd trigger1 = time = 310 ||time = 322 || time = 334 || time = 346 trigger2 = time = 358 ||time = 370 || time = 382 trigger3 = time = 603 ||time = 615 || time = 627 || time = 639|| time = 651|| time = 663|| time = 675 value = 8150,3 [State 51210,音声3];射精音 type = PlaySnd trigger1 = time =402||time = 429||time = 442||time = 462||time = 482 trigger2 = time =683||time = 713||time = 743||time = 773 value = 8200,5 [State 51210,音声3];射精音小 type = PlaySnd trigger1 = time =803||time = 833 value = 8150,2 [State 51210,音声5-1];抜いた音 type = PlaySnd trigger1 = time = 516||time = 903 value = 6080,7 [State 51210,音声6];奥まで入ってきてる・・・的な type = PlaySnd trigger1 = time = 863 value = 8150,0 [State 12002, 本体2] type = Explod trigger1 = time = 0 anim = 45015 ID =45015 postype = p2 facing = -1 pos = ceil(5*const(size.xscale)),ceil(45*const(size.yscale)) ;pos = 5,45 removetime = -1 bindtime = -1 sprpriority = 6 supermovetime = 30 removeongethit = 1 [State 51210, 4] ;飛散液1 type = Explod trigger1 = time =402||time = 429||time = 442||time = 462||time = 482 id = 18308 ownpal = 0 sprpriority = 5 pos = 0, 0 facing = -1 postype = p1 scale = 0.6,0.6 bindtime = 1 anim = 18316 [State 51210, 4] ;飛散液2 type = Explod trigger1 = time =683||time = 713||time = 743||time = 773 id = 18308 ownpal = 0 facing = -1 sprpriority = 5 pos = 0, 0 postype = p1 scale = 0.7,0.7 bindtime = 1 anim = 18316 [State 51210, 4] ;飛散液3 type = Explod trigger1 = time=927 ;trigger1 = enemy,anim !=51259 id = 18308 ownpal = 0 facing = -1 sprpriority = 5 pos = 2, 5 postype = p1 scale = 0.8,0.8 bindtime = 1 anim = 18316 [State 51210, 4] ;漏れ出る液 type = Explod trigger1 = time=947 id = 18308 facing = -1 ownpal = 0 sprpriority = 5 pos = 0, 4 postype = p1 scale = 2.0,1.0 bindtime = 1 anim = 1151250 [State 13100, 次へ] type = ChangeState trigger1 = !(EnemyNear,name ="Taimanin_Asagi") trigger1 = Time = 973 value = 46001 ;--------------------------------------------------------------------------- ;肉便器相手 ;--------------------------------------------------------------------------- ;--------------------------------- ; 勝利ポーズ・服破り(孕ませKO)・相手側 [Statedef 47000] type = L ctrl = 0 velset = 0,0 [State 4020, 長い悲鳴] type = PlaySnd trigger1 = Time = 60 value = 11,0 [State 4020, 専用ENDへ] type = ChangeState trigger1 = EnemyNear,stateNo = 46001 value = 47001 ;---------------------------------------------------------------------------- [Statedef 47001] type = L movetype= H physics = N sprpriority = 1 velset = 0,0 [state 50000] type = Turn trigger1 = Facing = -1 ignorehitpause = 1 [State 82140, 1] type = ScreenBound trigger1 = 1 movecamera = 0,0 [State 1647, 専用アニメロリ] type = ChangeAnim trigger1 = SelfAnimExist(51251) trigger1 = time = 0 value = 51251 [State 1647, 専用アニメ] type = ChangeAnim trigger1 = !SelfAnimExist(51251) trigger1 = SelfAnimExist(51231) trigger1 = time = 0 value = 51231 [State 51220,音声1];悲鳴設定 挿入時 type = PlaySnd trigger1 = time = 0 value = 40100,22 channel =0 [State 1610, 幅] type = PosSet trigger1 = time = 0 x = 0 y = -50 [State 13100, 次へ] type = ChangeState trigger1 = Time = 200 trigger2 = EnemyNear,stateNo = 46002 value = 47002 ;--------------------------------------------------------------------------- [Statedef 47002] type = L movetype= H physics = N sprpriority = 1 velset = 0,0 [State 82140, 1] type = ScreenBound trigger1 = 1 movecamera = 0,0 [State 1647, 専用アニメロリ] type = ChangeAnim trigger1 = SelfAnimExist(51252) trigger1 = time = 0 value = 51252 [State 1647, 専用アニメ] type = ChangeAnim trigger1 = !SelfAnimExist(51252) trigger1 = SelfAnimExist(51232) trigger1 = time = 0 value = 51232 [State 51220,音声1];悲鳴設定 挿入時 type = PlaySnd trigger1 = time = 16 value = 5000,20 volume = 60 channel =0 [State 51220,音声1];悲鳴設定 挿入時 type = PlaySnd trigger1 = time = 16 value = 4218,23 volume = 60 channel =0 [State 51220, 音声2];悲鳴設定 ピストン1 type = PlaySnd trigger1 = time = 80 ||time = 100 || time = 120 || time = 140 trigger2 = time = 160 ||time = 180 || time = 200 || time = 220 value = 5000,0 channel =0 [State 51220, 音声2];悲鳴設定 ピストン1 type = PlaySnd trigger1 = time = 80 ||time = 100 || time = 120 || time = 140 trigger2 = time = 160 ||time = 180 || time = 200 || time = 220 value = 4218,21 channel =0 [State 51220, 音声3];悲鳴設定 ピストン2 type = PlaySnd trigger1 = time = 240 ||time = 252 || time = 264 || time = 276 trigger2 = time = 288 ||time = 300 || time = 312 || time = 324 value = 5000,0+(10*(Random % 3)) channel =0 [State 51220, 音声3];悲鳴設定 ピストン2 type = PlaySnd trigger1 = time = 240 ||time = 252 || time = 264 || time = 276 trigger2 = time = 288 ||time = 300 || time = 312 || time = 324 value = 4218,21+(Random % 3) channel =0 [State 51220, 音声4] ;悲鳴設定 射精時 type = PlaySnd trigger1 = time =332||time = 367 value = 5000,0+ (10*(Random % 2)) channel = 0 [State 51220, 音声4] ;悲鳴設定 射精時 type = PlaySnd trigger1 = time =332||time = 367 value = 4218,21+ (Random % 2) channel = 0 [State 51220, 音声5] ;悲鳴設定 射精時 type = PlaySnd trigger1 = time = 403 value = 11,0 channel = 0 [State 51220, 音声5] ;悲鳴設定 射精時 type = PlaySnd trigger1 = time = 403 value = 40100,23 channel = 0 [State 51220, 音声6] ;悲鳴設定 余韻 type = PlaySnd trigger1 = Time =523 value = 5000,0 channel = 0 [State 51220, 音声6] ;悲鳴設定 余韻 type = PlaySnd trigger1 = Time =523 value = 4218,21 channel = 0 [State 13100, 次へ] type = ChangeState trigger1 = Time = 523 trigger2 = EnemyNear,stateNo = 46003 value = 47003 ;--------------------------------------------------------------------------- [Statedef 47003] type = L movetype= H physics = N sprpriority = 1 velset = 0,0 [State 82140, 1] type = ScreenBound trigger1 = 1 movecamera = 0,0 [State 1647, 専用アニメロリ] type = ChangeAnim trigger1 = SelfAnimExist(51253) trigger1 = time = 0 value = 51253 [State 1647, 専用アニメ] type = ChangeAnim trigger1 = !SelfAnimExist(51253) trigger1 = SelfAnimExist(51233) trigger1 = time = 0 value = 51233 [State 51221,音声1];悲鳴設定 挿入時 type = PlaySnd trigger1 = time = 20||time = 564 value = 4218,23 volume = 60 [State 51221,音声1];悲鳴設定 挿入時 強 type = PlaySnd trigger1 = time = 106 value = 11,0 volume = 60 channel =0 [State 51221,音声1];悲鳴設定 微動時 抜かれた時 type = PlaySnd trigger1 = time = 71||time = 524 value = 4218,21 volume = 60 channel =0 [State 51221, 音声2];悲鳴設定 ピストン1 type = PlaySnd trigger1 = time = 200 ||time = 220 || time = 240 || time = 260 trigger2 = time = 280 ||time = 300 value = 4218,21 channel =0 [State 51221, 音声3];悲鳴設定 ピストン2 type = PlaySnd trigger1 = time = 318 ||time = 330 || time = 342 || time = 354 trigger2 = time = 366 ||time = 378 || time = 390 trigger3 = time = 611 ||time = 623 || time = 635 || time = 647|| time = 659|| time = 671|| time = 683 value = 4218,21+(Random % 3) channel =0 [State 51221, 音声4] ;悲鳴設定 射精時 type = PlaySnd trigger1 = time =410||time = 437||time = 450||time = 470||time = 490 trigger2 = time =691||time = 721||time = 751||time = 781 value = 4218,21+ (Random % 4) channel =0 [State 51221,音声5];悲鳴設定 射精音小 type = PlaySnd trigger1 = time =811;||time = 841 value = 4218,21 channel =0 [State 51221, 音声6] ;悲鳴設定 余韻 type = PlaySnd trigger1 = Time =911 value = 5120,5 [State 4000, 待機へ] type = Changeanim triggerall = anim = 51233 trigger1 = AnimTime = 0 value = 51231 [State 4000, 待機へ] type = Changeanim triggerall = anim = 51253 trigger1 = AnimTime = 0 value = 51251 [State 13100, 次へ] type = ChangeState triggerall = !(name ="Taimanin_Asagi") trigger1 = Time = 973 trigger2 = EnemyNear,stateNo = 46001 value = 47001 [State 1188, 10] type = Explod triggerall = name ="Taimanin_Asagi" trigger1 = time = 942 anim = 8533 ID = 8533 pos = 0,0 sprpriority = 9999998 postype = left removeTime = -1 [State 13100, 次へ] type = SelfState triggerall = name ="Taimanin_Asagi" trigger1 = Time = 973 value = 187