Movehitpersist
NettetStatedef解説 [Statedef **] type = 属性 movetype = 状態 physics = 重力 juggle = ctrl = コントロール anim = アニメ poweradd = パワー(ゲージ) sprpriority = 表示 velset = X方向の速度,Y方向の速度 ;あんまり使わない facep2 hitdefpersist movehitpersist hitcountpersist ;===== ;説明&補足 type = 属性 S 立ち C しゃがみ A 空中 L 倒れこみ U ... Nettet20. mar. 2013 · SC-/HitDef と SC-/ReversalDef のヒットを確認し、1を返す。. Win版以降では命中時1に加え、HitPause後の経過フレームを返す。. ガードされた場合は0を返 …
Movehitpersist
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NettetMoveSist™ benefits clients by excluding setup and capital costs. A rental payment is paid at the start of each month for use of the service - no other charges are incurred by the … Nettet25. okt. 2011 · 2D格斗游戏引擎/ 2D FighT游戏引擎 特点/功能 基于画布绘制 同时支持桌面和移动端同时支持桌面浏览器和移动设备(任何支持画布的容器) 支持自定义新角色 支持发布角色(未来支持功能)支持将新角色发布到chracter画廊 支持加载第三方角色信息支持chracter画廊的负载角色 桌面端使用键盘操作,移动 ...
Nettet5. jun. 2008 · MoveHitPersist = 0; HitDefPersist = 0; SprPriority = ;前の値を引き継ぐ。 FaceP2 = 0; Juggle = ;前の攻撃ステートで成功した時のジャグル値を引き継ぐ。 … Nettet29. sep. 2015 · MoveHitPersist=0:1の場合、T-/MoveContact系・T-/MoveReversedを持続。 HitCountPersist=0:1の場合、T-/HitCount系を持続。
Nettet30. okt. 2024 · ; Ground Parry [Statedef 10000] type = U movetype = I physics = U anim = IfElse(StateType = S,10000,10001) velset = 0,0 ctrl = 0 poweradd = 0 juggle = 0 facep2 … Nettet6. apr. 2024 · I understand the cause of the bug. The first bug I mentioned was due to the condition that the projectile helper disappeared. To fix it, open Helpers.cns and change the trigger of destroyself in [Statedef 1350] on line 1006 from pos x! = [-200, 200] to frontedgedist <=-50 backedgedist <=-50, 1220 Try changing the trigger of destroyself …
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