HitDef


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効果

攻撃判定を有効にする

必須パラメータ

attr =
hitflag = MAF
guardflag = HL

オプションパラメータ

affectteam = E
animtype = Light
air.animtype = (animtype)
fall.animtype = (Back or Up=air.animtype)
priority = 4,Hit?
damage = 0,0
pausetime = 0,0
guard.pausetime = (pausetime)
sparkno = (player variables)
guard.sparkno = (player variables)
sparkxy = 0,0
hitsound = (player variables)
guardsound = (player variables)
ground.type = High
air.type = (ground.type)
ground.slidetime = 0
guard.slidetime = (guard.hittime)
ground.hittime = 0
guard.hittime = (ground.hittime)
air.hittime = 20(fall!=1)
guard.ctrltime = (guard.slidetime)
guard.dist = (player variables)
yaccel = 0
ground.velocity = 0
guard.velocity = (ground.velocity)
air.velocity = 0,0
airguard.velocity = (air.velocity)
ground.cornerpush.veloff = (0[attr=A] or 1.3*guard.velocity)
air.cornerpush.veloff = (ground.cornerpush.veloff)
down.cornerpush.veloff = (ground.cornerpush.veloff)
guard.cornerpush.veloff = (ground.cornerpush.veloff)
airguard.cornerpush.veloff = (guard.cornerpush.veloff)
airguard.ctrltime = (guard.ctrltime)
air.juggle = 0
mindist = (U)
maxdist = (U)
snap = (U)
p1sprpriority = 1
p2sprpriority = 0
p1facing = 0
p1getp2facing = 0
p2facing = 0
p1stateno =
p2stateno =
p2getp1state = 1
forcestand = (0 or 1[ground.velocity=x,y!=0])
fall =
fall.xvelocity = (U)
fall.yvelocity = -4.5
fall.recover = 1
fall.recovertime = 4
fall.damage = 0
air.fall = (fall)
down.velocity = (air.velocity)
down.hittime = (down.velocity)
down.bounce = 0(down.velocity!=x,0)
id = 0
chainID = -1
nochainID = -1
hitonce = (0 or 1[attr=,T])
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = (hit_damage*Default.Attack.LifeToPowerMul,<=/2)
givepower = (hit_damage*Default.GetHit.LifeToPowerMul,<=/2)
palfx.time = 0
palfx.mul =
palfx.add =
envshake.time =
envshake.freq =
envshake.ampl =
envshake.phase =
fall.envshake.time =
fall.envshake.freq =
fall.envshake.ampl =
fall.envshake.phase =