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작성자 도끼신 작성일 24-02-05 22:17 조회 1,676 댓글 0

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1.우선 common1.cns를 다운받아 캐릭터의 폴더에 넣습니다.

2. 다음 코드를  복사합니다.

(Statedef -2가 없을때, Statedef -3 위에 복사하세요.)

 

;여기부터 복사합니다.

 

[Statedef -2]

 

[State -2]
Type = Helper
Triggerall = NumHelper(11777) = 0 ; Create the superarmor helper if it doesn't exist.
Trigger1 = 1
OwnPal = 1
PosType = P1
Pos = 0, 0
ID = 11777
StateNo = 11777
PauseMoveTime = 999999
SuperMoveTime = 999999
Name = "SuperArmor"

[State -2, LifeAdd]
Type = LifeAdd
Trigger1 = NumHelper(11777) > 0 ; If the superarmor helper exists, subtract taken damage from life.
Trigger1 = fVar(29) >=1
Value = -floor(fVar(29))
ignorehitpause=1

[State -2, VarSet]
Type = VarAdd
Trigger1 = 1
FV = 29
Value = -floor(fvar(29)) ; Damage already subtracted needs to be removed from the variable
ignorehitpause=1

 

[State -2, PalFXWiz]
type = PalFX
trigger1 = Helper(11777),MoveType = H
time = 3
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 1

[State -2]
Type= NotHitBy
Trigger1= NumHelper(11777)>0 ; If the superarmor helper is active, the character cannot be hit by anything.
value=SAC

[State -2]
Type= NotHitBy
Trigger1= NumHelper(11777)>0 ; If the superarmor helper is active, the character cannot be hit by anything.
value2=SAC ; This is for safety, as another Nothitby might override the first one, so better be safe and apply it to both slots.

;------------------------------------------------------------------------------------------------------------------
;여기까지 복사합니다.

 

 

그리고 Statedef -2위에 아무 곳이나 다음 코드를 복사합니다.

 

;여기부터 복사합니다.

;------------------------------------------------------------------------------------------------------------------
;Super Armor
[StateDef 11777]
Type = U
MoveType = I
Physics = N
ctrl=0

 

[State 11777, ParentVarSet]
type = ParentVarSet
trigger1 = FVar(29)>=1
v = 30
value = 1

 

[State 11777]
Type=StateTypeSet ; You want to mimic the statetype of the player, to let the correct types of attacks hit only
Trigger1=root,statetype=A
Statetype=A

 

[State 11777]
Type=StateTypeSet
Trigger1=root,statetype=C
Statetype=C

 

[State 11777]
Type=StateTypeSet
Trigger1=root,statetype=S
Statetype=S

 

[State 11777]
Type=StateTypeSet
Trigger1=root,statetype=L
Statetype=L

 

[State 11777, StateTypeSet]
type = StateTypeSet
trigger1 = fVar(29) >=1
movetype = H


[State 6965]
Type=ChangeAnim ; Helper copies the animation of the player.
Trigger1=anim!=Root,anim
value=Root,anim
ignorehitpause=1

 

[State 6965]
Type=Assertspecial ; But is invisible
Trigger1=1
flag=invisible
flag2=noshadow
ignorehitpause=1

 

[State 6965, HitOverride]
Type = HitOverride
Trigger1 = 1
Attr = SCA, AA, AP , AT
StateNo = 11777
Time = 1
ForceAir = 0
ignorehitpause=1

 

[State 6965, BindToRoot]
Type = BindToRoot
Trigger1 = 1
Time = 1
Facing = 1
Pos = 0, 0
ignorehitpause=1

 

[State 6966, ParentVarAdd]
Type = ParentVarAdd
Trigger1 = Time = 0
fV = 29
Value = GetHitVar(damage)
ignorehitpause=1

 

[State 6965, DestroySelf]
Type = DestroySelf
Trigger1 = !alive
ignorehitpause=1
;------------------------------------------------------------------------------------------------------------------

;여기까지 복사합니다.

 


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