求mugen两仪式mugen人物包包

mugen人物包吧-百度贴吧
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好像外网有 求知个名字 我去外网找找 视频里就暴露了最后两个字母ve
地址:/s/1hsCf4iC
重新发个398人的整合 /s/1pLok5iN
如题 求荒大地,荒电,暴八,二炮,觉醒老员工,EV大蛇,EV妮子,PP妮子,爆炎经理等狂级人物包有的可
喜欢打响指的那个!
那个神暴风子还能下载吗,千寻上也下载不了
真是垃圾 要的话我明天传个网盘
这个背景包有人知道吗,给我一个地址呗谢谢啦?
求个0.25版的海奥斯
萌新在B站上看到了觉醒老员工的视频,感觉人物非常好玩,但是百度上的和B站上的不是一个,求大佬们帮
超喜欢这个人 想要个人物包 有大佬有神级以上实力的人物包吗 有红包感谢
找了好久,大多网盘都挂了,求人分享下。
各位大佬,谁有魂斗罗的人物包(游戏里叫MAD DOG)和魂斗罗第一关的场景包以及超级玛丽的场景包啊
求这个寒蝉鸣泣之时主题的主程序
游戏和人物包最好一套,各种姿势的
/s/1ntxOsm1
是一个战国兰斯7人物.在千寻里有.可是打不开链接.翻墙也不行.求哪位老哥有人物包给一下.谢谢啦mu..ma!
我的电脑在绝对白莲作者的首页下不了,哪个大佬能发一下
CT暴八,黑神nao,龙美玲,神洛克,狂绅士,水蛇和荒大地这7个人物,谢谢了
最好是自带BGM的
Chara,Toriel,Undyne,Alphys,Mettaton,Flowey 有地址的话请发到下方
本人想求一个0.7的混沌蛟找了好久都是0.6的,我可以拿金cc来交换
在B站看到的 卡完服务器 会指着人嘲讽的··到处找不到这人物 有大大有么
求妖尾海贼家教火影龙珠的人物包
偶尔看视频 出了个op element iori和op element kyo的视频,感觉那个op元素庵不错,求这个元素八神的人物包!
求龙珠黑悟空mugen人物包
求这个K的援助怎么出招,求援助的出招方法。
求mugen人物包,死神、火影、灼眼的夏娜、海贼王什么动漫的都要,本人邮箱
要1.0和1.1的
新人来问一下为什么一些角色用星光主程序运行会报错,比如桐人这些的。。原因在哪里
如题,求求大佬给我一只黑鬼,千寻上要翻墙,我不会翻墙XD
求一个开到最高的荒大地人物包 技能能不能简单点 手操用
无语了 人物包吧居然没有人物包
给我必回赠自己有的角色
求!能发百度网盘吗
CT暴八,黑神nao,龙美玲,神洛克,狂绅士,水蛇和荒大地这7个人物,谢谢了
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以mugen这个同人格斗游戏讨论为主的贴吧
以前经常上传人物,有时候想要弄张图片做预览,还要从FF导出图 我就想弄个类似的工具,不过那时候只
此教程为MUGEN人物制作的进阶教程,意在提高MUGEN作者的水平,请按照用法用量自行食用。 适合以下人群:
拆解對方可以在戰鬥前 更換色彩(手操時)的代碼,弄在功夫人身上。 如此一來人物就可以更換到超過12個
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下载地址请见我的作品合集贴61L: /p/?see_lz=1#l 世界上有一种能把任何节
地址在视频里 非常感谢NekoCyan抽空加适合杯赛的ai~
变身大老板和黑修场景,被问要过挺多次,干脆发出来好了 顺带,本人建立自己的mugen网盘文件夹,以后
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只会出拳,并没有其他的招数 其实有些粗制滥造,但是抱歉我真的画不动了,回头有空再搞些别的吧 常时
雷桑为了人物搞的素材,之前拜托西蒙了 当然西蒙也还在继续做 不过想想放着也是放着,干脆公开了得了
由莉 /s/1geNunrt 克隆经理3人组 /s/1nuHIyxz 等了一个星期还是没能等来说好的介
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这个人物的AI是斯凯拜托我写的,我大概写了不超过10个小时 由于人物比较简单,所以AI也比较简单了 本
这是在下自己对Mugen的理解所做的剧情处理,如有错误还请理解,谢谢。重开一贴,发现没附图,帖子黯然
因为我这个人写东西不怎么严谨……想法也是说来就来,导致人物包很可能经常返工,出现五分钟一更新
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人物纯扯淡 等级:1p狂-狂中 6p狂中 12p狂上 地址/video/av
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没有什么复杂系统,以连招为中心的拉尔夫改造体 开场满气十气,但是会持续减少,同时所有招式都会耗
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历经将近十年 从blaze,到苍龙,再到现在的轩辕诗 从四处截取来的配音,再到冬弓小姐完整的配音 这个少女,终于长大成人,正式踏上mugen的舞台 希望大
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求一个空之境界里两仪式的人物包。。。
已备案域名购买仅需29元,价低量大,微信可用
同求,虽然没多大希望………… = = 网盘网盘网盘……
/filebox/down/fc/c6fa5f387e7b4fb68ace
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保存至快速回贴求改两仪式受身超杀“无垢识 空之境界”的出招条件【mugen吧】_百度贴吧
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求改两仪式受身超杀“无垢识 空之境界”的出招条件
EX格挡弄不出来,如何将其改成可直接施展呢……就是版MBAA里的那个两仪式。
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这不是新章的宝具名吗。。
似乎是MBAA里先出来的招式名,我在CMD里没找到这招的出招代码,在CNS里才找到的; 无垢识 空の境界(発动)[Statedef 4800]type&&&
= Smovetype= Aphysics = Nanim = 4800velset = 0,0ctrl = 0[State 4800, 影消去]type = AssertSpecialtrigger1 = 1flag = noshadowignorehitpause = 1[State 4800, サークルエフェ1消去]type = RemoveExplodtrigger1 = NumExplod(12000)trigger1 = time = 2id = 12000ignorehitpause = 1[State 4800, サークルエフェ2消去]type = RemoveExplodtrigger1 = NumExplod(12010)trigger1 = time = 2id = 12010ignorehitpause = 1[State 4800, EXシールド成功エフェ消去]type = RemoveExplodtrigger1 = NumExplod(12030)trigger1 = time = 2id = 12030ignorehitpause = 1[State 4800, 无敌]type = NotHitBytrigger1 = 1value = SCA[State 4800, ノープッシュ]type = PlayerPushtrigger1 = 1value = 0[State 4800, セリフ判定]type = VarSettrigger1 = time = 0var(9) = 1+(random%3)ignorehitpause = 1persistent = 0[State 4800, 空の境界 - hitdef定义]type = HitDeftrigger1 = time = 0attr = S, HAdamage = 0numhits = 0animtype = hightguardflag = -1hitflag = MAFDpriority = 3, Hitpausetime = 0,0sparkno = -1guard.sparkno = -1sparkxy = -5,-73hitsound = -1guardsound = -1ground.slidetime = 1ground.hittime = 1guard.velocity = 0ground.velocity = 0air.velocity = 0,0ground.cornerpush.veloff = 0air.cornerpush.veloff = 0p2facing = 1[State 4800, ヒット时BGM停止]type = Helpertrigger1 = !Numhelper(10028)trigger1 = movehitid = 10028stateno = 10028postype = leftpos = 0,0ownpal = 1pausemovetime = 999supermovetime = 999ignorehitpause = 1[State 4800, 画面演出]type = AllPalfxtrigger1 = movehitsinadd = 256, 256, 256, 90time = 45persistent = 0ignorehitpause = 1[State 4800, 相手引き込み]type = TargetStatetrigger1 = movehitvalue = 4803persistent = 0ignorehitpause = 1[State 4800, ライフバー消去]type = AssertSpecialtrigger1 = time &= 24flag
= nobardisplayignorehitpause = 1[state 4800, ポジションロック1]type = TargetBindtrigger1 = time = 24pos = 100,floor(Pos y)ignorehitpause = 1[state 4800, ポジションロック2]type = posaddtrigger1 = time = 24x = -ceil(230-frontedgedist)ignorehitpause = 1[State 4800, 风音]type = PlaySndtrigger1 = time = 33value = S30, 11[State 4800, 风音]type = PlaySndtrigger1 = time = 33value = S30, 11[State 4800, 铃音]type = PlaySndtrigger1 = animtime = -10value = S30, 12[State 4800, 铃音]type = PlaySndtrigger1 = animtime = -10value = S30, 12[State 4800, 桜背景]type = Explodtrigger1 = !NumExplod(12040)trigger1 = time = 14anim = 12040id = 12040pos = 0,0postype = backownpal = 1
scale = 0.5,0.5sprpriority = -99bindtime = 999ignorehitpause = 1[State 4800, 桜花びら - 1]type = Explodtrigger1 = time &= 14 && time &= 99trigger1 = timemod = 10,0anim = 12070id = 12070pos = -20+(random%90),-1+(random%90)vel = ifelse(facing=1,-13,13),7.2postype = frontownpal = 1scale = 0.8,0.8removetime = 99sprpriority = 3persistent = 1ignorehitpause = 1[State 4800, 桜花びら - 2]type = Explodtrigger1 = time &= 14 && time &= 99trigger1 = timemod = 16,0anim = 12090id = 12090pos = -10+(random%99),-33+(random%80)vel = ifelse(facing=1,-13,13),6postype = frontownpal = 1scale = 0.8,0.8removetime = 99sprpriority = 3persistent = 1ignorehitpause = 1[State 4800, 桜花びら - 3]type = Explodtrigger1 = time &= 14 && time &= 99trigger1 = timemod = 11,0anim = 12100id = 12100pos = -40+(random%90),-92+(random%70)vel = ifelse(facing=1,-13,13),5.1accel = ifelse(facing=1,.005,-.005),ifelse(facing=1,.001,-.001)postype = frontownpal = 1removetime = 99sprpriority = 3scale = 0.8,0.8persistent = 1ignorehitpause = 1[State 4800, 桜花びら - 3(ゆっくり)]type = Explodtrigger1 = time &= 100 && time &= 130trigger1 = timemod = 17,0anim = 12070id = 12100pos = -22+(random%30),-60vel = ifelse(facing=1,-10,10),1.6accel = ifelse(facing=1,.021,-.021),ifelse(facing=1,.01,-.01)postype = frontownpal = 1removetime = 99sprpriority = 3persistent = 0ignorehitpause = 1[State 4800, 桜花びら - 4(ゆっくり)]type = Explodtrigger1 = time &= 100 && time &= 130trigger1 = timemod = 14,0anim = 12080id = 12100pos = -16+(random%30),-60vel = ifelse(facing=1,-5,5),1.8accel = ifelse(facing=1,.011,-.011),ifelse(facing=1,.01,-.01)postype = frontownpal = 1removetime = 99sprpriority = 3persistent = 0ignorehitpause = 1[State 4800, 桜花びら - 4(ゆっくり)]type = Explodtrigger1 = time &= 100 && time &= 130trigger1 = timemod = 14,0anim = 12080id = 12100pos = -10+(random%40),-60vel = ifelse(facing=1,-4,4),6.6accel = ifelse(facing=1,.011,-.011),ifelse(facing=1,.01,-.01)postype = frontownpal = 1removetime = 180sprpriority = 2persistent = 0ignorehitpause = 1[State 4800, 桜花びら - 4(切断前)]type = Explodtrigger1 = time = 185anim = 12070id = 12100pos = ifelse(facing=1,-46,46),-90vel = ifelse(facing=1,-0.6,0.6),1.6postype = frontownpal = 1removetime = 136sprpriority = 2persistent = 0ignorehitpause = 1[State 4800, ミス时は立ちシールド失败ステへ]type = ChangeStatetrigger1 = !movehittrigger1 = time = 2value = 902ignorehitpause = 1[State 4800, セリフ2:梦と知りなさい・・・]type = PlaySndtrigger1 = var(9) = 2
trigger1 = time = 200value = S100, 41ignorehitpause = 1persistent = 0[State 4800, セリフ3:全ては梦と・・・]type = PlaySndtrigger1 = var(9) = 3trigger1 = time = 200value = S100, 42ignorehitpause = 1persistent = 0[State 4800, カットイン呼び出し (1P)]type = Helpertrigger1 = !Numhelper(10211)trigger1 = animtime = -3id = 10211stateno = 10211postype = backpos = 0,-195supermovetime = 99size.xscale = 0.50size.yscale = 0.50ignorehitpause = 1persistent = 0[State 4800, 突进へ]type = ChangeStatetrigger1 = animtime = 0value = 4801;---------------------------------------------------------------------------; 无垢识 空の境界(突进攻撃)[Statedef 4801]type&&&
= Sphysics = Nanim = 4801velset = 0,0ctrl = 0[State 4801, 影消去]type = AssertSpecialtrigger1 = 1flag = noshadowignorehitpause = 1[State 4801, 无敌]type = NotHitBytrigger1 = 1value = SCA[State 4801, セリフ1:直死・・・]type = PlaySndtrigger1 = var(9) = 1trigger1 = time = 1value = S100, 32ignorehitpause = 1persistent = 0[State 4801, 突进]type = PosAddtrigger1 = time = 64x = 41persistent = 0[State 4801, 突进]type = VelSettrigger1 = time = 65x = 0[State 4801, 剣闪表示のため一时的に载せ替え]type = Envcolortrigger1 = time = 66value = 255,255,255time = 11under = 1sprpriority = 2[State 4801,EnvColor中非表示]type = AssertSpecialtrigger1 = time &= 66 && time &= 76flag = invisible[State 4801, ライフバー消去]type = AssertSpecialtrigger1 = 1flag
= nobardisplay[State 4801, 桜背景一时消去]type = RemoveExplodtrigger1 = NumExplod(12040)trigger1 = time = 66id = 12040[State 4801, 斩撃エフェ]type = Explodtrigger1 = !NumExplod(12050)trigger1 = time = 66anim = 12050id = 12050pos = 170,130postype = backbindtime = 99ownpal = 1scale = 0.9,0.9sprpriority = 3[State 4801, 桜背景复活]type = Explodtrigger1 = !NumExplod(12040)trigger1 = time = 76anim = 12040id = 12040pos = 0,0postype = backownpal = 1scale = 0.5,0.5sprpriority = -99bindtime = 999ignorehitpause = 1[State 4801, 画面演出(フェードイン)]type = AllPalfxtrigger1 = time = 71sinadd = 256, 256, 256, 20time = 10persistent = 0[State 4801, 斩撃音]type = PlaySndtrigger1 = time = 68value = S30, 13[State 4801, 斩撃音]type = PlaySndtrigger1 = time = 68value = S30, 13[State 4802, ダメージ ※ラストlifeaddで-1する事を考虑し700-1で699ダメージを设定]type = TargetLifeAddtrigger1 = time = 68value = ifelse(EnemyNear,power!=EnemyNear,powermax,-699,-9998)absolute = 1kill = 0ignorehitpause = 1[State 4801, 停止]type = ChangeState
trigger1 = time &= 78value = 4802;---------------------------------------------------------------------------; 无垢识 空の境界(攻撃后停止、死亡ダメージステ)[Statedef 4802]type&&&
= Smovetype= Aphysics = Nanim = 4802velset = 0,0ctrl = 0[State 4802, 影消去]type = AssertSpecialtrigger1 = time &= 96flag = noshadowignorehitpause = 1[State 4802, ライフバー消去]type = AssertSpecialtrigger1 = time &= 0 && time &= 2flag
= nobardisplay[State 4802, 相手通り越し]type = PosAddtrigger1 = time = 0x = 130persistent = 0[State 4802, 无敌]type = NotHitBytrigger1 = 1value = SCA[State 4802, 振り音]type = PlaySndtrigger1 = animelem = 10value = S0,0[State 4802, 両仪の狭间に消えなさい・・・]type = PlaySndtrigger1 = var(9) = 1trigger1 = animelem = 9value = S100, 33persistent = 0[State 4802, それが名残の花よ・・・]type = PlaySndtrigger1 = var(9) = [2,3]trigger1 = animelem = 7value = S100, 43persistent = 0[State 4802, 风音]type = PlaySndtrigger1 = animelem = 24value = S30, 14[State 4802, 风音]type = PlaySndtrigger1 = animelem = 24value = S30, 14[State 4802, 风音]type = PlaySndtrigger1 = animelem = 24value = S30, 14[State 4802, 桜花びら(切断后 - 1)]type = Explodtrigger1 = time = 1anim = 12080id = 12100pos = ifelse(facing=1,-166,166),150vel = ifelse(facing=1,-0.7,0.7),0.5accel = ifelse(facing=1,-0.02,0.02),0.01postype = frontownpal = 1removetime = 136sprpriority = 2persistent = 0ignorehitpause = 1[State 4802, 桜花びら(切断后 - 2)]type = Explodtrigger1 = time = 1anim = 12080id = 12100pos = ifelse(facing=1,-166,166),160vel = ifelse(facing=1,-0.7,0.7),0.55accel = ifelse(facing=1,-0.04,0.04),0.01postype = frontownpal = 1removetime = 136sprpriority = 2persistent = 0ignorehitpause = 1[State 4802, ラスト桜吹雪]type = Explodtrigger1 = !NumExplod(12060)trigger1 = animelem = 18anim = 12060id = 12060pos = 0,0postype = backbindtime = 999ownpal = 1sprpriority = 5[State 4802, 画面演出]type = AllPalfxtrigger1 = animelem = 24sinadd = 256, 256, 256, 70time = 30persistent = 0[State 4801, 桜背景消去]type = RemoveExplodtrigger1 = NumExplod(12040)trigger1 = animelem = 31id = 12040[State 4802, ラスト桜吹雪(残り香)]type = Explodtrigger1 = !NumExplod(12061)trigger1 = animelem = 31anim = 12061id = 12061pos = 0,0postype = backownpal = 1scale = 0.5,0.5sprpriority = 5[State 4802, 死亡ダメージ]type = TargetLifeAddtrigger1 = animelem = 34value = -1absolute = 1[State 4802, スローフラグ设定]type = VarSettrigger1 = !var(7)trigger1 = animelem = 33
var(7) = 34[State 4802, 振り向き]type = Turntrigger1 = animelem = 34[State 4802, 终了(KO时)]type = ChangeStatetrigger1 = animelem = 34trigger1 = var(11)value = 0ctrl = 1[State 4802, 终了(通常时)]type = ChangeStatetrigger1 = animtime = 0value = 0ctrl = 1;---------------------------------------------------------------------------; 无垢识 空の境界 成功 - 2P侧动作1[Statedef 4803]type&&&
= Smovetype= Hphysics = Nvelset = 0,0ctrl = 0[State 4803, フェール]type = SelfStatetrigger1 = EnemyNear,movetype = Htrigger1 = 1value = 5050ignorehitpause = 1[State 4803, バイバイ]type = DestroySelftrigger1 = Ishelpertrigger1 = 1ignorehitpause = 1[State 4803, 影消去]type = AssertSpecialtrigger1 = 1flag = noshadowignorehitpause = 1[State 4803, 无敌]type = NotHitBytrigger1 = 1value = SCAignorehitpause = 1[State 4803, ノープッシュ]type = PlayerPushtrigger1 = 1value = 0[State 4803, カメラ固定]type = screenboundtrigger1 = 1value = 0movecamera = 0,0ignorehitpause = 1[State 4803,EnvColor中非表示]type = AssertSpecialtrigger1 = time &= 320 && time &= 331flag = invisible[State 4803, 立ちアニメ前アニメ固定]type = ChangeAnimtrigger1 = time &= 0 && time &= 24value = animelem = animelemno(0)ignorehitpause = 1[State 4803, 立ちアニメ]type = ChangeAnimtrigger1 = time = 25value = 0ignorehitpause = 1[State 4803, アニメ固定]type = ChangeAnimtrigger1 = time &= 25value = animelem = 1ignorehitpause = 1[State 4803, LA剣闪食らいアニメ]type = ChangeAnimtrigger1 = time = 320value = 5010[State 4803, 吹っ飞び]type = ChangeStatetrigger1 = time = 429value = 4804ignorehitpause = 1;---------------------------------------------------------------------------; 无垢识 空の境界 成功 - 2P侧动作2[Statedef 4804]type&&&
= Amovetype= Hphysics = Nanim = 5050velset = 0, 0ctrl = 0[State 4804, 空中]type = PosAddtrigger1 = time = 0y = -100[State 4804, 重力]type = VelAddtrigger1 = time &= 5y = .51[State 4804, バイバイ]type = DestroySelftrigger1 = Ishelpertrigger1 = 1ignorehitpause = 1[State 4804, 影消去]type = AssertSpecialtrigger1 = 1flag = noshadowignorehitpause = 1[State 4804, 无敌]type = NotHitBytrigger1 = 1value = SCAignorehitpause = 1[State 4804, ノープッシュ]type = PlayerPushtrigger1 = 1value = 0[State 4804, カメラ固定]type = screenboundtrigger1 = 1value = 0movecamera = 0,0ignorehitpause = 1[State 4804, ダウン演出のためAD/AADのダウンステを使用]type = ChangeStatetrigger1 = Vel Y & 0trigger1 = Pos Y &= 0value = 4710ignorehitpause = 1
CMD里没value=4800的changestate吗?
请选择满月模式
所有模式都试过了……不过关键是我D不出EX来……压根没value=4800这行代码,也没有name=“无垢识 空の境界”的技能……CMD唯一提到这个招式的只有这段——;----------------; 全スタイル共通;----------------; 无垢式 空の境界&&&
4800;----------------; クレセントムーン;----------------; 直死の魔眼 五景崩落&&&
4700; 直死の魔眼 七景终落&&&
4750;----------------; ハーフムーン;----------------; 直死の魔眼 五景崩落&&&
24700;----------------; フルムーン;----------------; 直死の魔眼 五景崩落&&&
34700; 直死の魔眼 七景终落&&&
34750;----------------; 「」スタイル;----------------; 直死の魔眼 五景崩落&&&
44700; 十七解体&&&
44750;----------------; イクリプスムーン;----------------; 直死の魔眼 五景崩落&&&
34700; 直死の魔眼 七景终落&&&
已备案域名购买仅需29元,价低量大,微信可用
P1STATENO=4800的技能有吧
没看到恶,这里是所有的出招,我改了几个……,但是没有找到这招的(刚才打AI终于搓出来一次,好难……);-| ボタンマッピング |---------------------------------------------------[Remap]x = xy = yz = za = ab = bc = cs = s;-| ボタンアビリティ |---------------------------------------------------[Defaults]command.time = 11command.buffer.time = 1;-| 超必 |---------------------------------------------------------------[Command]name = "直死の魔眼"command = ~B,D, ytime = 15[Command]name = "十七解体"command = ~D,F, ytime = 15;-| 必杀技 |-------------------------------------------------------------[Command]name = "阴阳螺旋_弱_カラ"command = ~B,F,D,DF, xtime = 19[Command]name = "阴阳螺旋_强_カラ"command = ~B,F,D,DF, atime = 19[Command]name = "矛盾螺旋"command = ~B,F,D,DF, ytime = 19[Command]name = "虎落笛_弱"command = ~F,D,DF, x[Command]name = "虎落笛_强"command = ~F,D,DF, a[Command]name = "忌み斩り虎落"command = ~F,D,DF, y[Command]name = "阴阳螺旋_弱"command = ~F,D,DF, x[Command]name = "阴阳螺旋_强"command = ~F,D,DF, a[Command]name = "阴阳螺旋_EX"command = ~F,D,DF, y[Command]name = "阴阳螺钿_弱"command = ~B,D,DB, x[Command]name = "阴阳螺钿_强"command = ~B,D,DB, a[Command]name = "阴阳螺钿_EX"command = ~B,D,DB, y[Command]name = "玻璃の月舎迦_弱"command = ~B,D,DB, x[Command]name = "玻璃の月舎迦_强"command = ~B,D,DB, a[Command]name = "玻璃の月舎迦_EX"command = ~B,D,DB, y[Command]name = "玻璃の月鹫_弱"command = ~F,D,DB,B, x[Command]name = "玻璃の月鹫_强"command = ~F,D,DB,B, a[Command]name = "月鹫・稲荷返し"command = ~F,D,DB,B, y[Command]name = "无我识_カラ"command = ~D,D, ytime = 19[Command]name = "无我识"command = ~D,F,D,F, ytime = 15[Command]name = "双ね钟楼_弱"command = ~D,DF,F, x[Command]name = "双ね钟楼_强"command = ~D,DF,F, a[Command]name = "无明の月_弱"command = ~D,DB,B, x[Command]name = "无明の月_强"command = ~D,DB,B, a[Command]name = "无明の月_EX"command = ~D,DB,B, y[Command]name = "双ね钟楼_追加1"command = ~D,DF,F, x[Command]name = "双ね钟楼_追加1"command = ~D,DF,F, a[Command]name = "双ね钟楼_追加1"command = ~D,DF,F, y[Command]name = "双ね钟楼_追加2_A"command = ~D,DF,F, x[Command]name = "双ね钟楼_追加2_B"command = ~D,DF,F, a[Command]name = "双ね钟楼_追加2_C"command = ~D,DF,F, y[Command]name = "双ね钟楼_追加3"command = ~D,DB,B, x[Command]name = "双ね钟楼_追加3"command = ~D,DB,B, a[Command]name = "双ね钟楼_追加3"command = ~D,DB,B, y[Command]name = "钟楼_清姫通し_カラ"command = ~B,D,DF,F, y[Command]name = "钟楼_清姫通し"
command = ~D,DF,F, y[Command]name = "玻璃の月_A"command = ~D,DF,F, x[Command]name = "玻璃の月_A"command = ~D,DF,F,$U, xtime = 22[Command]name = "玻璃の月_B"command = ~D,DF,F, a[Command]name = "玻璃の月_B"command = ~D,DF,F,$U, atime = 22[Command]name = "玻璃の月_EX"command = ~D,DF,F, y[Command]name = "玻璃の月_EX"command = ~D,DF,F,$U, ytime = 22[Command]name = "隠しナイフ_弱"command = ~D,D, x[Command]name = "隠しナイフ_强"command = ~D,D, a[Command]name = "隠しナイフ_EX"command = ~D,D, y[Command]name = "隠しナイフ_EX"command = z[Command]name = "隠しナイフ_特"command = ~D,D, x+a[Command]name = "淘の振り袖"command = ~D,DB,B, y[Command]name = "転猫_弱"command = ~D,D,x[Command]name = "転猫_强"command = ~D,D,a[Command]name = "転猫_EX"command = ~D,D,y[Command]name = "転猫_弱"command = ~F,F,x[Command]name = "転猫_强"command = ~F,F,a[Command]name = "転猫_EX"command = ~F,F,y[Command]name = "転猫_弱"command = ~B,B,x[Command]name = "転猫_强"command = ~B,B,a[Command]name = "転猫_EX"command = ~B,B,y[Command]name = "シールドバンカー"command = ~D,DB,B, b[Command]name = "シールドカウンター"command = ~D,DF,F, b[Command]name = "强制开放"command = x+a+y[Command]name = "强制开放"command = c[Command]name = "强制开放"command = a+y[Command]name = "强制开放"command = x+y[Command]name = "longjump"command = ~D, $Utime = 7[Command]name = "2段ジャンプ"command = $Utime = 1;-| ダッシュ |-------------------------------------------------------------[Command]name = "FF"&&&&Required (do not remove)command = F, Ftime = 13[Command]name = "BB"&&&&Required (do not remove)command = B, Btime = 13[Command]name = "FF"command = /F,x+atime = 1[Command]name = "BB"command = /B,x+atime = 1;-| リカバー |------------------------------------------------------------[Command]name = "recovery"command = x+a[Command]name = "recovery"command = x[Command]name = "recovery"command = a[Command]name = "recovery"command = y[Command]name = "recovery"command = b[Command]name = "地上受け身専用"command = /U[Command]name = "地上受け身専用"command = /$F[Command]name = "地上受け身専用"command = /$B;-| レバーボタン |--------------------------------------------------------[Command]name = "down_a"command = /$D,atime = 1[Command]name = "down_b"command = /$D,btime = 1;-| 投げ |--------------------------------------------------------[Command]name = "投げ"command = /$F,x+btime = 1
[Command]name = "投げ"command = /$B,x+btime = 1[Command]name = "投げ"command = /$F,ctime = 1[Command]name = "投げ"command = /$B,ctime = 1;-| ボタン押し単体 |------------------------------------------------------[Command]name = "a"command = atime = 1[Command]name = "b"command = btime = 1[Command]name = "c"command = ctime = 1[Command]name = "x"command = xtime = 1[Command]name = "y"command = ytime = 1[Command]name = "z"command = ztime = 1[Command]name = "start"command = stime = 1;-| レバーホールド |--------------------------------------------------------------[Command]name = "holdfwd";Required (do not remove)command = /$Ftime = 1[Command]name = "holdback";Required (do not remove)command = /$Btime = 1[Command]name = "fwd"command = $Ftime = 1[Command]name = "back"command = $Btime = 1[Command]name = "hold_x"command = /xtime = 1[Command]name = "hold_a"command = /atime = 1[Command]name = "hold_y"command = /ytime = 1[Command]name = "hold_b"command = /btime = 1[Command]name = "hold_c"command = /ctime = 1[Command]name = "holdup" ;Required (do not remove)command = /$Utime = 1[Command]name = "holddown";Required (do not remove)command = /$Dtime = 1[Command]name = "holddown2"command = $Dtime = 1[Command]name = "holddownfwd"command = /DFtime = 1[Command]name = "1a"command = /DB,xtime = 1[Command]name = "1b"command = /DB,atime = 1[Command]name = "1c"command = /DB,ytime = 1[Command]name = "3a"command = /DF,xtime = 1[Command]name = "3b"command = /DF,atime = 1[Command]name = "3c"command = /DF,ytime = 1;-| スタイル选択用 |--------------------------------------------------------[Command]name = "up"command = U[Command]name = "down"command = D[Command]name = "right"command = F[Command]name = "left"command = B
好长一段code
要找的话
ex&shield的state下,
-2或-3下
总之各个cns里搜value&=&4800,然后看type&=&changestate否。
只是要改的话,就简单了
cmd里随便写个指令
[Command]
name&=&&4800&
command&=&y+z
time&=&5
[state]
type&=&changestate
triggerall&=&var(59)&&=&0&&&&roundstate&=&2
triggerall&=&statetype&!=&A
triggerall&=&command&=&&4800&
trigger1&=&ctrl
value&=&4800
然后y+z一起按就出来了。不过这样ms无视气条。。。
这样就行了……谢谢LS了
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