############################################################################################## ミラージュ式アニメ収得テンプレ(改)  収得したアニメをずっと保存できないのと、攻撃判定のないアニメも収得してしまうのが欠点だが、  大した技術もいらず、相手のヘルパーのみででき、すばやくアニメを収得できる。  混線で相手ヘルパーを奪ったときにどうぞ ############################################################################################## [Statedef 2147483600];なんでもいい movetype= H physics = N ctrl = 0 velset = 0,0 sprpriority = -1 [state state] type = selfstate trigger1 = name = "■■■■■";念のため value = 52 ignorehitpause=1 [State anim];判定の無いアニメ type = changeanim2 trigger1 = 1 value = 160 ignorehitpause = 1 [State varset];loop用 type = varset trigger1=name != "■■■■■";念のため ;triggerall=;必要な条件 sysvar(3)=0 ignorehitpause = 1 [State varset];loop用 type = varset trigger1=name != "■■■■■";念のため ;triggerall=;必要な条件 sysvar(4)=0 ignorehitpause = 1 [State varset] type = null triggerall=name != "■■■■■";念のため ;triggerall=;必要な条件 triggerall=var(1)!=37564 ;適当な数字 下の var(1):= と数を合わせること trigger1=var(0) :=0||var(2) :=0||var(3) :=0||var(4) :=0||var(5) :=0||var(6) :=0||var(7) :=0||var(8) :=0||1 trigger1=var(9) :=0||var(10):=0||var(11):=0||var(12):=0||var(13):=0||var(14):=0||var(15):=0||var(16):=0||1 trigger1=var(17):=0||var(18):=0||var(19):=0||var(20):=0||var(21):=0||var(22):=0||var(23):=0||var(24):=0||1 trigger1=var(1) :=37564 ignorehitpause = 1 [State varset] type = null triggerall=name != "■■■■■";念のため ;triggerall=;必要な条件 triggerall=var(0)<200||var(0)=[5000,5999];0〜195や5000〜5900は攻撃判定ないことが多いのでカット trigger1 = gametime%3=0 trigger1 = var(0):=random+200;バクチ trigger2 = gametime%3!=0 trigger2 = var(0):=random+(1000*(random%15+6));バクチ ignorehitpause = 1 [State proj] type = Projectile triggerall = ishelper triggerall = roundstate=2 triggerall=name != "■■■■■";念のため ;triggerall=;必要な条件 trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0));好きな数だけ 多ければ多いほど精度が高くなる trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = 0;消さないこと trigger2 = selfanimexist(var(0)) trigger2 = root,alive ;trigger■=;その他必要な条件 projID = gametime projanim = var(0) projhits = 9 projremovetime = 100 postype = p1 supermovetime = 999000 pausemovetime = 999000 projheightbound = -8388607, 8388607 ProjEdgeBound = 8388607 ProjStageBound = 8388607 attr = C,ST offset=0,1000 hitflag = MAFPD affectteam = B givepower = 0,0 getpower = 0,0 pausetime = 0,0 persistent = 0 sparkno = -1 guard.sparkno = -1 p1stateno = 110 ignorehitpause = 1 hitonce=0 projscale=0,0 [State varset];後で使えるように記憶 type = null triggerall=name != "■■■■■";念のため ;triggerall=;必要な条件 triggerall = selfanimexist(var(0)) trigger1 = var(2)=0 trigger1 = var(2):=var(0)||1 trigger2 = var(3)=0 trigger2 = var(3):=var(0)||1 trigger3 = var(4)=0 trigger3 = var(4):=var(0)||1 trigger4 = var(5)=0 trigger4 = var(5):=var(0)||1 trigger5 = var(6)=0 trigger5 = var(6):=var(0)||1 trigger6 = var(7)=0 trigger6 = var(7):=var(0)||1 trigger7 = var(8)=0 trigger7 = var(8):=var(0)||1 trigger8 = var(9)=0 trigger8 = var(9):=var(0)||1 trigger9 = var(10)=0 trigger9 = var(10):=var(0)||1 trigger10= var(11)=0 trigger10= var(11):=var(0)||1 trigger11= var(12)=0 trigger11= var(12):=var(0)||1 trigger12= var(13)=0 trigger12= var(13):=var(0)||1 trigger13= var(14)=0 trigger13= var(14):=var(0)||1 trigger14= var(15)=0 trigger14= var(15):=var(0)||1 trigger15= var(16)=0 trigger15= var(16):=var(0)||1 trigger16= var(17)=0 trigger16= var(17):=var(0)||1 trigger17= var(18)=0 trigger17= var(18):=var(0)||1 trigger18= var(19)=0 trigger18= var(19):=var(0)||1 trigger19= var(20)=0 trigger19= var(20):=var(0)||1 trigger20= var(21)=0 trigger20= var(21):=var(0)||1 trigger21= var(22)=0 trigger21= var(22):=var(0)||1 trigger22= var(23)=0 trigger22= var(23):=var(0)||1 trigger23= var(24)=0 trigger23= var(24):=var(0)||1 ignorehitpause = 1 [State proj] type = Projectile triggerall = ishelper triggerall = roundstate=2 triggerall=name != "■■■■■";念のため ;triggerall=;必要な条件 trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = 0 trigger2 = selfanimexist(var(0)) trigger2 = root,alive ;trigger■=;その他必要な条件 projID = gametime projanim = var(0) projhits = 9 projremovetime = 100 postype = p1 supermovetime = 999000 pausemovetime = 999000 projheightbound = -8388607, 8388607 ProjEdgeBound = 8388607 ProjStageBound = 8388607 attr = C,ST offset=0,1000 hitflag = MAFPD affectteam = B givepower = 0,0 getpower = 0,0 pausetime = 0,0 persistent = 0 sparkno = -1 guard.sparkno = -1 p1stateno = 110 ignorehitpause = 1 hitonce=0 projscale=0,0 [State varset] type = null triggerall=name != "■■■■■";念のため ;triggerall=;必要な条件 triggerall = selfanimexist(var(0)) trigger1 = var(2)=0 trigger1 = var(2):=var(0)||1 trigger2 = var(3)=0 trigger2 = var(3):=var(0)||1 trigger3 = var(4)=0 trigger3 = var(4):=var(0)||1 trigger4 = var(5)=0 trigger4 = var(5):=var(0)||1 trigger5 = var(6)=0 trigger5 = var(6):=var(0)||1 trigger6 = var(7)=0 trigger6 = var(7):=var(0)||1 trigger7 = var(8)=0 trigger7 = var(8):=var(0)||1 trigger8 = var(9)=0 trigger8 = var(9):=var(0)||1 trigger9 = var(10)=0 trigger9 = var(10):=var(0)||1 trigger10= var(11)=0 trigger10= var(11):=var(0)||1 trigger11= var(12)=0 trigger11= var(12):=var(0)||1 trigger12= var(13)=0 trigger12= var(13):=var(0)||1 trigger13= var(14)=0 trigger13= var(14):=var(0)||1 trigger14= var(15)=0 trigger14= var(15):=var(0)||1 trigger15= var(16)=0 trigger15= var(16):=var(0)||1 trigger16= var(17)=0 trigger16= var(17):=var(0)||1 trigger17= var(18)=0 trigger17= var(18):=var(0)||1 trigger18= var(19)=0 trigger18= var(19):=var(0)||1 trigger19= var(20)=0 trigger19= var(20):=var(0)||1 trigger20= var(21)=0 trigger20= var(21):=var(0)||1 trigger21= var(22)=0 trigger21= var(22):=var(0)||1 trigger22= var(23)=0 trigger22= var(23):=var(0)||1 trigger23= var(24)=0 trigger23= var(24):=var(0)||1 ignorehitpause = 1 [State proj] type = Projectile triggerall = ishelper triggerall = roundstate=2 triggerall=name != "■■■■■";念のため ;triggerall=;必要な条件 trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = (var(0):=var(0)+1)*0||!selfanimexist(var(0)) trigger1 = 0 trigger2 = selfanimexist(var(0)) trigger2 = root,alive ;trigger■=;その他必要な条件 projID = gametime projanim = var(0) projhits = 9 projremovetime = 100 postype = p1 supermovetime = 999000 pausemovetime = 999000 projheightbound = -8388607, 8388607 ProjEdgeBound = 8388607 ProjStageBound = 8388607 attr = C,ST offset=0,1000 hitflag = MAFPD affectteam = B givepower = 0,0 getpower = 0,0 pausetime = 0,0 persistent = 0 sparkno = -1 guard.sparkno = -1 p1stateno = 110 ignorehitpause = 1 hitonce=0 projscale=0,0 [State varset] type = null triggerall=name != "■■■■■";念のため ;triggerall=;必要な条件 triggerall = selfanimexist(var(0)) trigger1 = var(2)=0 trigger1 = var(2):=var(0)||1 trigger2 = var(3)=0 trigger2 = var(3):=var(0)||1 trigger3 = var(4)=0 trigger3 = var(4):=var(0)||1 trigger4 = var(5)=0 trigger4 = var(5):=var(0)||1 trigger5 = var(6)=0 trigger5 = var(6):=var(0)||1 trigger6 = var(7)=0 trigger6 = var(7):=var(0)||1 trigger7 = var(8)=0 trigger7 = var(8):=var(0)||1 trigger8 = var(9)=0 trigger8 = var(9):=var(0)||1 trigger9 = var(10)=0 trigger9 = var(10):=var(0)||1 trigger10= var(11)=0 trigger10= var(11):=var(0)||1 trigger11= var(12)=0 trigger11= var(12):=var(0)||1 trigger12= var(13)=0 trigger12= var(13):=var(0)||1 trigger13= var(14)=0 trigger13= var(14):=var(0)||1 trigger14= var(15)=0 trigger14= var(15):=var(0)||1 trigger15= var(16)=0 trigger15= var(16):=var(0)||1 trigger16= var(17)=0 trigger16= var(17):=var(0)||1 trigger17= var(18)=0 trigger17= var(18):=var(0)||1 trigger18= var(19)=0 trigger18= var(19):=var(0)||1 trigger19= var(20)=0 trigger19= var(20):=var(0)||1 trigger20= var(21)=0 trigger20= var(21):=var(0)||1 trigger21= var(22)=0 trigger21= var(22):=var(0)||1 trigger22= var(23)=0 trigger22= var(23):=var(0)||1 trigger23= var(24)=0 trigger23= var(24):=var(0)||1 ignorehitpause = 1 [State state] Type = changestate trigger1 = name != "■■■■■";念のため Value = 2147483601;proj使用ステートへ IgnoreHitPause = 1 ;======================================================= [Statedef 2147483601];proj使用ステート movetype= H physics = N ctrl = 0 velset = 0,0 sprpriority = -1 [State anim];判定の無いアニメ type = changeanim2 trigger1 = 1 value = 160 ignorehitpause = 1 [State varadd];loop用 type = varadd trigger1=name != "■■■■■";念のため sysvar(4)=1 ignorehitpause = 1 [State varset];loop用 type = varset trigger1=name != "■■■■■";念のため trigger1=sysvar(3)=0 sysvar(4)=2 ignorehitpause = 1 [State varset];loop用 type = varset trigger1=name != "■■■■■";念のため trigger1=sysvar(3)=0 sysvar(3)=1 ignorehitpause = 1 [State proj] type = Projectile triggerall = ishelper triggerall = roundstate=2 triggerall = name != "■■■■■";念のため triggerall = var(sysvar(4))!=0 ;triggerall=;必要な条件 trigger1 = root,alive ;trigger■=;その他必要な条件 projID = gametime projanim = var(sysvar(4)) projhits = 999 projremovetime = 100 postype = p1 supermovetime = 999000 pausemovetime = 999000 projheightbound = -8388607, 8388607 ProjEdgeBound = 8388607 ProjStageBound = 8388607 attr = C,ST offset=0,1000 hitflag = MAFPD affectteam = B givepower = 0,0 getpower = 0,0 pausetime = 0,0 persistent = 0 sparkno = -1 guard.sparkno = -1 p1stateno = 110 ignorehitpause = 1 hitonce=0 projscale=0,0 [State proj] type = Projectile triggerall = ishelper triggerall = roundstate=2 triggerall = name != "■■■■■";念のため triggerall = var(sysvar(4))!=0 ;triggerall=;必要な条件 trigger1 = !root,alive ;trigger■=;その他必要な条件 projID = gametime projanim = var(sysvar(4)) projhits = 999 projremovetime = 100 postype = p1 supermovetime = 999000 pausemovetime = 999000 projheightbound = -8388607, 8388607 ProjEdgeBound = 8388607 ProjStageBound = 8388607 attr = C,ST offset=0,1000 hitflag = MAFPD affectteam = B givepower = 0,0 getpower = 0,0 pausetime = 0,0 persistent = 0 sparkno = -1 guard.sparkno = -1 p1stateno = 52+(!root,alive)*5098 ignorehitpause = 1 hitonce=0 projscale=0,0 [State state];loopさせる Type = changestate trigger1 = name != "■■■■■";念のため trigger1 = sysvar(4)<24;使用したvarの数だけループさせる Value = 2147483601;proj使用ステート IgnoreHitPause = 1 [State varset];loop用 type = varset trigger1 = name != "■■■■■";念のため sysvar(3) = 0 ignorehitpause = 1 [state state] type = selfstate triggerall = !ishelper ;trigger1=;必要な条件 value = 52 ignorehitpause=1 [State Destroy] type = DestroySelf triggerall = ishelper ;trigger1=;必要な条件 ignorehitpause=1