贴吧用户_0GStZKD 阴虛道长
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个人向,基础凶恶代码教程 嘛,我会的东西,基本都会在这个帖子里写好 OTHK,混线,超即死投,超即死当身我就不说了,贴吧的前辈们都是写过了的 混线搭载之变数弄: 作用:对于某些使用变量锁血的人物具有毁灭性的伤害 使用方法:利用混线得到的对方helper,使对方helper运用parentvarset改变本体变量 范列: [state ] type=parentvarset triggerall = root,alive trigger1=ishelper trigger1 = XX;自拟条件 var(XX)=(gametime%11=[3,4])*1+(gametime%11=[6,7])*(root,lifemax)+(gametime%11=[9,10])*-9999999999999 ignorehitpause=1 变数弄复原: 作用:对于某些人物,检测到变数弄后会论外或者改变本体属性(←不是单纯的改变攻击一类的),为了防止对方论外化,我们需要把变数弄后的变量复原 范列: [State ] type = Parentvarset triggerall = ishelper triggerall = root,alive trigger1 = XX var(XX) = 0 ignorehitpause = 1 混线搭载之贯通炮: 作用:对于某些本体有装甲的人物,一般的下落即死将不起作用,这时候我们就需要这种方式来即死这类人物 运用方式:利用helper发出的proj归属于本体的BUG,使对方进入5100.5110等下落状态,同时给予下落伤害. 范列: [State 贯通炮] type = Projectile triggerall = ishelper triggerall = root,alive triggerall = root,numprojid(48888) < 1 trigger1=XXX;自拟条件 attr = SCA,AA,AP,AT;对应受击helper的hitby projid = 48888 projanim = 记录的anim projpriority = 2147483647 ......... projheightbound = -1000000, 1000000 projedgebound = 1000000 projstagebound = 1000000 numhits = 0 postype = p2 offset = 0, 500 sparkno = -1 guard.sparkno = -1 pausetime = 1,2 p1stateno = ifelse(root,gethitvar(fall.damage), 5100 + (random % 3) * 10, 5100) supermovetime = 9999999999999 pausemovetime = 9999999999999 混线搭载之潘多拉杀手: 作用:对于某些本体无敌的人物,我们可以通过把对方带入110.115这两个在系统中有hitby的stateno 运用方法:利用helper发出的proj归属于本体的BUG,使对方被混线取得的helper发射一个proj,使本体进入110.115状态,接着就可以攻击到对方本体. 范列: [State 潘多拉杀手] type = Projectile triggerall = ishelper triggerall = !root,numprojid(48888) trigger1 = XXX;自拟条件 attr = C, HA;对应受击helper的hitby projID = 48888 projanim = XX;记录的anim projpriority = 2147483647 projheightbound = -1000000, 1000000 projedgebound = 1000000 projstagebound = 1000000 ......... numhits = 0 postype = p2 offset = 0, 500 sparkno = -1 guard.sparkno = -1 pausetime = 1, 2 p1stateno = ifelse(random>499,110,115) supermovetime = 9999999999999 pausemovetime = 9999999999999 ignorehitpause = 1 混线搭载之即死返: 作用:使对方进入自己的即死stateno,以达到即死对方的目的 运作方法:召唤一个helper,长时hitdef,在statedef -3里写一个类似于gametime式的脱离用的变量,接着在statedef -2里写上一个记录用变量,记录在本体,使对方被混线helper发射proj,最终,让对方进入自己的即死状态. 范列: 1.混线proj: [State 即死返] type = Projectile triggerall = ishelper triggerall = root,alive triggerall = !root,numprojid(48888) triggerall = !enemy(enemy,name != "自身人物的名字"),var(XX) trigger1 = XX;自拟条件 attr = C, HA;对应受击helper的hitby projid = 48888 projanim = XX;记录的anim projpriority = 2147483647 ...... projheightbound = -1000000, 1000000 projedgebound = 1000000 projstagebound = 1000000 numhits = 0 postype = p2 offset = 0, 500 sparkno = -1 guard.sparkno = -1 pausetime = 1, 2 p1stateno = enemy(enemy,name != "你人物的名字"),var(XX) supermovetime = 9999999999999 pausemovetime = 9999999999999 ignorehitpause = 1 2.记录部分: [State -2];探查 type = Parentvarset triggerall = stateno != XX;自身的即死stateno号 triggerall = var(XX) != xxx;-3下的gametime式脱离用变量 triggerall = hitpausetime < 1;确定自己进入的不是超即死状态 trigger1 = ishelper(XXX) && stateno != XXXX;自己hitdef的helper以及它本身的stateno号 var(XX) = stateno;记录用变量 ignorehitpause = 0;确保自己不是在pausetime的状态
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