赞 | 10 |
VIP | 0 |
好人卡 | 4 |
积分 | 4 |
经验 | 36501 |
最后登录 | 2019-9-13 |
在线时间 | 679 小时 |
Lv2.观梦者
- 梦石
- 0
- 星屑
- 440
- 在线时间
- 679 小时
- 注册时间
- 2014-3-15
- 帖子
- 292
|
本帖最后由 sonicdonggua 于 2017-6-7 17:38 编辑
<whole action>
motion spell: user
animation wait: 10
change variable 10 = $gameTroop.members().length - 1
change variable 18 = 6
BATTLEBACK 3 ADD: battlebacks2, Blast
BATTLEBACK 3 FADE IN, 30
IMMORTAL: targets, true
jump user: 200, 30
move user: point, 540, 400, 30
wait: 40
motion swing: user
wait: 10
if !$gameTroop.members()[0].isDead() && $gameTroop.members()[0].isAppeared()
face user: opponent 0
move user: opponent 0, BACK BASE, 8
motion swing: user
wait: 2
action animation: opponent 0
MOTION DAMAGE: opponent 0
wait: 5
opacity user: 0%, 2
wait: 2
motion swing: user
if $gameTroop.members()[0].stateRate(4) > 0
ADD STATE 4: opponent 0, show
end
move user: point, 540, 400, 1
wait for animation
end
if $gameVariables.value(10) > 0 && !$gameTroop.members()[1].isDead() && $gameTroop.members()[1].isAppeared()
face user: opponent 1
move user: opponent 1, BACK BASE, 8
wait: 2
opacity user: 100%, 2
action animation: opponent 1
MOTION DAMAGE: opponent 1
wait: 5
opacity user: 0%, 2
wait: 2
if $gameTroop.members()[1].stateRate(4) > 0
ADD STATE 4: opponent 1, show
end
motion swing: user
move user: point, 540, 400, 1
wait for animation
end
if $gameVariables.value(10) > 1 && !$gameTroop.members()[2].isDead() && $gameTroop.members()[2].isAppeared()
face user: opponent 2
move user: opponent 2, BACK BASE, 8
wait: 2
opacity user: 100%, 2
action animation: opponent 2
MOTION DAMAGE: opponent 2
wait: 5
opacity user: 0%, 2
wait: 2
if $gameTroop.members()[2].stateRate(4) > 0
ADD STATE 4: opponent 2, show
end
motion swing: user
move user: point, 540, 400, 1
wait for animation
end
if $gameVariables.value(10) > 2 && !$gameTroop.members()[3].isDead() && $gameTroop.members()[3].isAppeared()
face user: opponent 3
move user: opponent 3, BACK BASE, 8
wait: 2
opacity user: 100%, 2
action animation: opponent 3
MOTION DAMAGE: opponent 3
wait: 5
opacity user: 0%, 2
wait: 2
if $gameTroop.members()[3].stateRate(4) > 0
ADD STATE 4: opponent 3, show
end
motion swing: user
move user: point, 540, 400, 1
wait for animation
end
if $gameVariables.value(10) > 3 && !$gameTroop.members()[4].isDead() && $gameTroop.members()[4].isAppeared()
face user: opponent 4
move user: opponent 4, BACK BASE, 8
wait: 2
opacity user: 100%, 2
action animation: opponent 4
MOTION DAMAGE: opponent 4
wait: 5
opacity user: 0%, 2
wait: 2
if $gameTroop.members()[4].stateRate(4) > 0
ADD STATE 4: opponent 4, show
end
motion swing: user
move user: point, 540, 400, 1
wait for animation
end
if $gameVariables.value(10) > 4 && !$gameTroop.members()[5].isDead() && $gameTroop.members()[5].isAppeared()
face user: opponent 5
move user: opponent 5, BACK BASE, 8
wait: 2
opacity user: 100%, 2
action animation: opponent 5
MOTION DAMAGE: opponent 5
wait: 5
opacity user: 0%, 2
wait: 2
if $gameTroop.members()[5].stateRate(4) > 0
ADD STATE 4: opponent 5, show
end
motion swing: user
move user: point, 540, 400, 1
wait for animation
end
if $gameVariables.value(10) > 5 && !$gameTroop.members()[6].isDead() && $gameTroop.members()[6].isAppeared()
face user: opponent 6
move user: opponent 6, BACK BASE, 8
wait: 2
opacity user: 100%, 2
action animation: opponent 6
MOTION DAMAGE: opponent 6
wait: 5
opacity user: 0%, 2
wait: 2
if $gameTroop.members()[6].stateRate(4) > 0
ADD STATE 4: opponent 6, show
end
motion swing: user
move user: point, 540, 400, 1
wait for animation
end
if $gameVariables.value(10) > 6 && !$gameTroop.members()[7].isDead() && $gameTroop.members()[7].isAppeared()
face user: opponent 7
move user: opponent 7, BACK BASE, 8
wait: 2
opacity user: 100%, 2
action animation: opponent 7
MOTION DAMAGE: opponent 7
wait: 5
opacity user: 0%, 2
wait: 2
if $gameTroop.members()[7].stateRate(4) > 0
ADD STATE 4: opponent 7, show
end
move user: point, 540, 400, 1
wait for animation
end
move user: point, 540, 350, 5
animation wait: 15
face user: target
opacity user: 100%, 20
wait for opacity
motion spell: user
animation 374: target
animation wait: 15
move user: forward, 450, 20
jump user: 100, 20
wait: 5
opacity user: 0%, 10
wait: 10
animation wait: 2
action effect
animation wait: 4
action effect
animation wait: 4
action effect
animation wait: 4
action effect
animation wait: 4
action effect
animation wait: 4
action effect
animation wait: 4
action effect
animation wait: 23
DAMAGE RATE: 200%
action effect
animation wait: 20
opacity user: 100%, 5
BATTLEBACK 3 FADE OUT, 20
IMMORTAL: targets, false
jump user: 100, 30
move user: home, 30
</whole action>
剑技·逆转技·月下狂想曲
当敌人队伍中角色存在/未死亡/未隐藏时,主角会冲向该敌人,如果敌人封技抗性不为零,则100%增加封技状态
之后八次剑击造成伤害
<Custom Apply Effect>
if (this.stateRate(1) > 0) {
this.startAnimation(194);
this._hp = 0;
}
</Custom Apply Effect>
<Custom Remove Effect>
this.startAnimation(194);
this._hp = 0;
</Custom Remove Effect>
深渊之魇 当角色死亡抗性不为零时即死,当角色死亡抗性为零时,发动死亡宣告,当若干回合状态移除后即死 |
|