春夏秋上
春夏秋上
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受不了note11pro的HD标志,请问怎么改 网上翻了半天都是些过时的方法,无论怎么找都没找到volte选项,还有就是data访问受限,真想骂人,我自己的手机自己不能访问不能改呗,用K20时没这破事
小米4c电视看4K黑屏 买的小米4c电视刚到货,看4k频道和4K电影(5分钟预览)进去都是黑屏,怎么回事?连下面的快进预览都是黑屏的
欧若拉亲妈揭示礼服上的乐符是卡农 昨晚看玛雅妈妈直播说礼服上的🎵是卡农乐谱,有没有学音乐的大佬证实下
指挥官终于有存在感了 指挥官终于有存在感了,以前剧情我连面都没露一下,看着自己的老婆打来打去毫无办法
BUG,我的雷暴队只有雷没有炮了 打每日护送任务,3个前排放完雷开了几发炮,然后就无限划水不开火,只能等后排或者雷装填完。不知道其他图有没有
求助,如月竜人氏的常时AI开关位置 刚下了几个如月竜人氏的人物,都古,扇奈COH,远坂凛,咲夜COH等都没开常时AI,研究了半天文件不知道在哪里。 ;AI;---------------------------------------------------------------------------[Statedef -3];AILevel[State -3, AI]Type = VarSetTriggerAll = ((Var(59) = 0) && (RoundState != 3))Trigger1 = Command = "AI_00" || Command = "AI_01" || Command = "AI_02" || Command = "AI_03" || Command = "AI_04"Trigger2 = Command = "AI_05" || Command = "AI_06" || Command = "AI_07" || Command = "AI_08" || Command = "AI_09"Trigger3 = Command = "AI_10" || Command = "AI_11" || Command = "AI_12" || Command = "AI_13" || Command = "AI_14"Trigger4 = Command = "AI_15" || Command = "AI_16" || Command = "AI_17" || Command = "AI_18" || Command = "AI_19"Trigger5 = Command = "AI_20" || Command = "AI_21" || Command = "AI_22" || Command = "AI_23" || Command = "AI_24"Trigger6 = Command = "AI_25" || Command = "AI_26" || Command = "AI_27" || Command = "AI_28" || Command = "AI_29"Trigger7 = Command = "AI_30" || Command = "AI_31" || Command = "AI_32" || Command = "AI_33" || Command = "AI_34"Trigger8 = Command = "AI_35" || Command = "AI_36" || Command = "AI_37" || Command = "AI_38" || Command = "AI_39"Trigger9 = Command = "AI_40" || Command = "AI_41" || Command = "AI_42" || Command = "AI_43" || Command = "AI_44"Trigger10 = Command = "AI_45" || Command = "AI_46" || Command = "AI_47" || Command = "AI_48" || Command = "AI_49"Trigger11 = Command = "AI_50" || Command = "AI_51" || Command = "AI_52" || Command = "AI_53" || Command = "AI_54"Trigger12 = Command = "AI_55" || Command = "AI_56" || Command = "AI_57" || Command = "AI_58" || Command = "AI_59"Trigger13 = Command = "AI_60" || Command = "AI_61" || Command = "AI_62" || Command = "AI_63" || Command = "AI_64"Trigger14 = NumHelper(40000) > 0 && RoundState = 2Trigger14 = Helper(40000),Var(1) = 1IgnoreHitPause = 1V = 59Value = 4 ;AILevelの設定、0~3の値を入れてください ;0 = NOT AI, AI無し ;1 = VERY EASY(Default) 格闘ゲーム未経験者用 ;2 = EASY, 格闘ゲーム初心者用 ;3 = NORMAL, 格闘ゲーム経験者用 ;4 = HARD, 格闘ゲーム初級者用;難易度毎の行動制御;VERY EASY :コンボ、割り込み、起き攻め、リバサ、ガーキャンをさせず、投げ、ゲージ技、サキスパ、強制開放を封印;EASY :簡易コンボのみで、リバサをさせず、ゲージ技、ぶっぱ強制開放を封印;NORMAL :バカキャン以外の行動を全て使用、キャラ毎の基本コンボや基本の立ち回り;HARD :バカキャン、EX空キャンを開放し、基本コンボに加え応用コンボも使用;難易度毎の強さ;VERY EASY :ゲージ技、コンボ一切無しなのでダメージ面は怖くない、ガードはあまりせず割り込みも無いのでガン攻め; :もOK、動くサンドバックという感じw;EASY :投げがあるので、ガンガードでも喰らう可能性アリ、起き攻めやコンボ等もしてくるのである程度格闘ゲーム; :の基本的な対処が学べると思います、でも守りが弱いままなので攻め続ければ簡単に勝てるはず;NORMAL :基本的にはこの難易度推奨、AIの行動制御が無くなりプレイヤーと対等の条件で戦えます、基本的な動きを; :してくるだけですがそれだけで大分強さが変わります、特定場面でシールド確立が上がる等の人間的な判断も導入;HARD :ちょっとしたチャレンジ用AI、このゲームの初級者クラスの動きを基本としてそれを劣化させたAIです、; :AIの行動とシステムの制限も一切無いので、そのキャラの使い方の参考程度にはなるかも…w[State -3, AI]Type = VarSetTriggerAll = Var(59) = [1,9]Trigger1 = Win = 1Trigger2 = Lose = 1Trigger3 = DrawGame = 1Trigger4 = RoundState = 4V = 59Value = -Var(59)IgnoreHitPause = 1[State -3, AI]Type = VarSetTrigger1 = Var(59) = [-9,-1]Trigger1 = RoundState = 2V = 59Value = -Var(59)IgnoreHitPause = 1[State -3, AI]Type = VarSetTrigger1 = NumEnemy = 1Trigger2 = NumEnemy = 2Trigger2 = EnemyNear,Life > 0V = 57Value = 0IgnoreHitPause = 1SuperMoveTime = 9999PauseMoveTime = 9999[State -3, AI]Type = VarSetTrigger1 = NumEnemy > 1Trigger1 = EnemyNear,Life = 0V = 57Value = 1IgnoreHitPause = 1SuperMoveTime = 9999PauseMoveTime = 9999[State -3,ランダムVar]Type = VarRandomTriggerAll = Var(59)>0TriggerAll = StateNo!=120Trigger1 = Time%60=1Trigger1 = EnemyNear(Var(57)),MoveType=HTrigger2 = Time%4=1Trigger2 = EnemyNear(Var(57)),MoveType!=HV=58Range=0,99 IgnoreHitPause=1SuperMoveTime=9999PauseMoveTime=9999[State -3, AI]Type = VarRandomTriggerAll = Var(59) = 1TriggerAll = StateNo != 120Trigger1 = Time = 1Trigger2 = Time %60= 1Trigger2 = StateNo != 0 && StateNo != 50 && StateNo != 110 && StateNo != 115 && StateNo != 5210Trigger3 = Time %20= 0Trigger3 = StateNo = 0 || StateNo = 110 || StateNo = 115Trigger4 = Time %10= 0Trigger4 = StateNo = 50 || StateNo = 5210 || (StateNo = [200,600]) && Var(2)/100%10 = 3Trigger5 = Time %5= 0Trigger5 = Var(2)/1000 = 2 && (StateNo = [200,699]) || Var(2) > 0 && (StateNo = [900,929])Trigger6 = Time %1= 0Trigger6 = StateNo = 100 && P2BodyDist X <= 40V = 58Range = 0,99IgnoreHitPause = 1SuperMoveTime = 9999PauseMoveTime = 9999
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