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[神代码用于普通角色] 复活队友、生命分担 写法概述

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1楼2012-11-28 17:11回复
    终于没有被度娘吞掉了...
    我对于神代码的研究不多,仅仅停留在中低层次的神代码上。
    许多神角色很有爱,也体现了mugen代码的一些奇妙之处,因此我不热衷但也不反对神角色。
    在学习中低层次神代码的过程中,我突发奇想,如果能够将部分副作用较小的神代码运用到普通对战中,
    由于神代码的特殊性,或许能够创造一些在以前看来古怪甚至不可能完成的技能。
    于是经过略曲折的一遍遍反复修改,两个古怪的组队模式专用技能就诞生了...
    我始终认为,任何代码写出来就应该被分享和推广,于是我继续端自己的老底出来了...
    首先说明一下,这种写法由于使用了少许神代码,相比普通角色代码稍显繁琐。
    仅概述,若有不理解之处,请查阅以下神代码写法:
    无视当身的hitdef、永续target、superpause冻结、NOKO断言、生命操作。
    其次,神代码变换思路运用到普通对战中时,最大的困难在于避免神代码的副作用干扰。
    最后,虽然基于神代码,但是它们已经被改造以用于普通角色,
    这些技能面对真正的神级角色时,如其他普通代码一样,很可能失效。
    搭载这些技能也远远不能构成神级攻击/防御面,或者说对于人物本身的性能级别几乎无变化。
    ps.以下概述中的代码写法仅供参考,实际运用时请抓住思路,视情况具体修改。


    2楼2012-11-28 17:12
    回复
      2025-08-02 09:49:19
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      ————————————————————————————————————
      大蛇的不洁生命
      (本质:队友濒死时,复活队友一次)
      —————————————————
      思路:
      通过使用hitdef控制器中罕见的参数affectteam=F,来允许攻击到队友。
      (许多杀害队友的古怪技能即基于该参数)
      为避免hitdef被敌方当身捕获后出现各种BUG,使用神代码【无视当身的HITDEF】。
      通过使用p2state来进一步对队友进行操作。
      通过使用神代码【永续target】在保持随时可以调用队友进行修改的同时,不干扰队友的正常动作。
      通过变量记录琐碎细节,比如是否已经复活过一次,于是不再重复复活。
      通过使用神代码【NOKO断言】来防止队友意外死亡。
      (注意:NOKO断言只能作用于发起者本身挨打、目标受到发起者挨打两方面。
      因此发起者自杀、目标受到非发起者挨打,依旧会死亡。故NOKO断言作用于队友尚不够确保其存活)
      通过使用superpause冻结,来阻止队友在life=0时意外死亡。
      —————————————————
      主要代码概述:
      攻击队友:
      [State 0, Hitdef]
      type = Hitdef
      trigger1 = 1 《----神代码【无视当身的HITDEF】
      affectteam = F
      attr = ,AA 《----神代码【无视当身的HITDEF】
      priority = 9999999, hit ;;Hit,Miss,Dodge 3 4 7 99999 9999999
      hitflag = HLMAFD
      guardflag = N
      numhits = 0
      sparkno = -1
      hitsound = -1
      p1stateno = 4215
      p2stateno = 4216 《----对队友进行p2state操作
      guard.dist = 0
      hitonce = 1
      ignorehitpause = 1
      捕获后:
      捕获目标超过一个,纠错(队友仅可能一人,说明抓错了helper等)
      [State 0, TargetDrop];Drop other helper target (for example shadow clone)
      type = TargetDrop
      trigger1 = Numtarget > 1
      trigger2 = target,ishelper
      keepone = 1 《---只保留一个目标,扔掉其他
      ignorehitpause = 1
      捕获目标并非队友,扔掉目标
      [State 0, TargetDrop]
      type = TargetDrop
      trigger1 = IsHelper(4211)
      trigger1 = !(target,ID = partner,ID)
      keepone = 0
      ignorehitpause = 1
      捕获目标并非队友,折回重新捕获
      [State 0, ChangeState]
      type = ChangeState
      triggerall = !win || !lose || !drawgame
      trigger1 = IsHelper(4211)
      trigger1 = !(target,ID = partner,ID)
      value = 4210
      ignorehitpause = 1
      实施神代码【永续target】
      [State 0, ReversalDef]
      type = ReversalDef
      trigger1 = 1
      reversal.attr = SCA
      priority = 9999999, hit ;;Hit,Miss,Dodge 3 4 7 99999 9999999
      hitflag = P
      numhits = 0
      sparkno = -1
      hitsound = -1
      guard.dist = 0
      ignorehitpause = 1
      supermovetime = 99999
      pausemovetime = 99999
      变量记录较为繁琐,略去。
      贴图、特效等代码略去。
      常时、有条件的NOKO断言(var(29)用于判断是否应该断言,后述)
      [State 0, AssertSpecial]; ---- DO NOT CHANGE THIS!!!
      type = AssertSpecial
      triggerall = !((win || lose || drawgame) && roundstate = 2)
      trigger1 = parent,var(29) = 1
      flag = noko
      ignorehitpause = 1
      队友生命为0时,强制其改变状态进入己方p2state


      3楼2012-11-28 17:17
      收起回复

        ————————————————————————————————————
        伊格尼斯的仿生链接
        (本质:生民共享,生命均分)
        —————————————————
        思路:
        通过使用hitdef控制器中罕见的参数affectteam=F,来允许攻击到队友。
        (许多杀害队友的古怪技能即基于该参数)
        为避免hitdef被敌方当身捕获后出现各种BUG,使用神代码【无视当身的HITDEF】。
        通过使用p2state来进一步对队友进行操作。
        通过使用神代码【永续target】在保持随时可以调用队友进行修改的同时,不干扰队友的正常动作。
        通过变量记录琐碎细节。
        通过使用神代码【NOKO断言】来防止队友意外死亡。
        (注意:NOKO断言只能作用于发起者本身挨打、目标受到发起者挨打两方面。
        因此发起者自杀、目标受到非发起者挨打,依旧会死亡。故NOKO断言作用于队友尚不够确保其存活)
        通过使用superpause冻结,来阻止队友在life=0时意外死亡。
        通过使用生命操作,在单帧内运算调整自身和队友血量。
        这里必须指出,永续target用于对队友进行生命操作(targetlifeadd),
        而本体的生命操作则必须在本体上实施(lifeadd)。因为mugen没有parentlifeadd之类的控制器。
        由于两者的生命操作被分开,处于不同的个体内,造成【必须】关注执行顺序。
        (比如若本体代码被暂停,而永续target的helper尚在执行,则可能造成后者连续执行,代码错位)
        这种类似“双线程之间互斥”的代码顺序要求,螺丝通过使用本体的一个变量作为顺序标记,
        确保两段代码顺序严格保持一个接另一个。
        —————————————————
        主要代码概述:
        攻击队友:
        [State 0, Hitdef]
        type = Hitdef
        trigger1 = 1 《----神代码【无视当身的HITDEF】
        affectteam = F
        attr = ,AA 《----神代码【无视当身的HITDEF】
        priority = 9999999, hit ;;Hit,Miss,Dodge 3 4 7 99999 9999999
        hitflag = HLMAFD
        guardflag = N
        numhits = 0
        sparkno = -1
        hitsound = -1
        p1stateno = 4215
        p2stateno = 4216 《----对队友进行p2state操作
        guard.dist = 0
        hitonce = 1
        ignorehitpause = 1
        捕获后:
        捕获目标超过一个,纠错(队友仅可能一人,说明抓错了helper等)
        [State 0, TargetDrop];Drop other helper target (for example shadow clone)
        type = TargetDrop
        trigger1 = Numtarget > 1
        trigger2 = target,ishelper
        keepone = 1 《---只保留一个目标,扔掉其他
        ignorehitpause = 1
        捕获目标并非队友,扔掉目标
        [State 0, TargetDrop]
        type = TargetDrop
        trigger1 = IsHelper(4211)
        trigger1 = !(target,ID = partner,ID)
        keepone = 0
        ignorehitpause = 1
        捕获目标并非队友,折回重新捕获
        [State 0, ChangeState]
        type = ChangeState
        triggerall = !win || !lose || !drawgame
        trigger1 = IsHelper(4211)
        trigger1 = !(target,ID = partner,ID)
        value = 4210
        ignorehitpause = 1
        实施神代码【永续target】
        [State 0, ReversalDef]
        type = ReversalDef
        trigger1 = 1
        reversal.attr = SCA
        priority = 9999999, hit ;;Hit,Miss,Dodge 3 4 7 99999 9999999
        hitflag = P
        numhits = 0
        sparkno = -1
        hitsound = -1
        guard.dist = 0
        ignorehitpause = 1


        7楼2012-11-28 17:22
        回复
          supermovetime = 99999
          pausemovetime = 99999
          变量记录较为繁琐,略去。
          贴图、特效等代码略去。
          常时、有条件的NOKO断言(var(29)用于判断是否应该断言,后述)
          [State 0, AssertSpecial]; ---- DO NOT CHANGE THIS!!!
          type = AssertSpecial
          triggerall = !((win || lose || drawgame) && roundstate = 2)
          trigger1 = parent,var(29) = 1
          flag = noko
          ignorehitpause = 1
          生命操作:
          计算本体损血
          ;------------------------------
          ;caculate igniz life
          ;------------------------------
          ;CAUTION: parent-life caculating must count in the "delay of root's lifeadd", otherwise may cause BUG
          [State 0, VarSet];caculate igniz life-lost parent,var(17)
          type = ParentVarSet
          triggerall = root,var(29) = 0 ;SYN ready 《---【代码同步】
          triggerall = IsHelper(4211)
          triggerall = var(10) = 1 ;IGNIZ's BIONIC LINK is on
          trigger1 = Parent,life < Parent,LifeMax ;count in the "delay of root's lifeadd"
          var(17) = Parent,LifeMax-Parent,life ;count in the "delay of root's lifeadd"
          ignorehitpause = 1
          ;CAUTION: parent-life caculating must count in the "delay of root's lifeadd", otherwise may cause BUH
          [State 0, VarSet];caculate igniz no change
          type = ParentVarSet
          triggerall = root,var(29) = 0 ;SYN ready 《---【代码同步】
          triggerall = IsHelper(4211)
          triggerall = var(10) = 1 ;IGNIZ's BIONIC LINK is on
          trigger1 = Parent,life >= Parent,LifeMax ;count in the "delay of root's lifeadd"
          var(17) = 0
          ignorehitpause = 1
          计算队友损血
          ;------------------------------
          ;caculate partner life
          ;------------------------------
          [State 0, VarSet];caculate partner life-lost parent,var(18) ;parent,var(18) is positive !!!
          type = ParentVarSet
          triggerall = root,var(29) = 0 ;SYN ready 《---【代码同步】
          triggerall = IsHelper(4211)
          triggerall = var(10) = 1 ;IGNIZ's BIONIC LINK is on
          trigger1 = NumPartner
          trigger1 = Partner,life < partner,LifeMax
          var(18) = partner,LifeMax-partner,life
          ignorehitpause = 1
          [State 0, VarSet];caculate partner no change
          type = ParentVarSet
          triggerall = root,var(29) = 0 ;SYN ready 《---【代码同步】
          triggerall = IsHelper(4211)
          triggerall = var(10) = 1 ;IGNIZ's BIONIC LINK is on
          trigger1 = NumPartner
          trigger1 = Partner,life >= partner,LifeMax
          var(18) = 0
          ignorehitpause = 1
          本体生命操作实施
          (注意!本体的生命操作必须在本体实施,而不能在技能的永续target helper上实施,
          因此只能用变量传递回本体,再进行实施)
          ;------------------------------
          ;igniz life-chain --- cannot perform here, so send parent-vars to ROOT
          ;------------------------------
          [State 0, TargetLifeAdd];life chain - igniz (+/-) ---send to parent,var(23)
          type = ParentVarSet
          triggerall = root,var(29) = 0 ;SYN ready 《---【代码同步】
          triggerall = parent,var(23) = 0 ;It is not helper's duty to reset this var !!!
          triggerall = !((Parent,life=[0,1]) || (partner,life=[0,1])) ;Life-share end when either nearly dead (but link not broken until both nearly dead)


          8楼2012-11-28 17:22
          回复
            triggerall = IsHelper(4211)
            triggerall = var(10) = 1 ;IGNIZ's BIONIC LINK is on
            trigger1 = !NumHelper(97864) ;shadow clone doesn't exists
            var(23) = Parent,var(17)-floor((Parent,var(17)+Parent,var(18))/2)
            ignorehitpause = 1
            队友生命操作实施(使用TargetLifeAdd)
            ;------------------------------
            ;partner life-chain
            ;------------------------------
            [State 0, TargetLifeAdd];life chain - partner (+/-)
            type = TargetLifeAdd
            triggerall = root,var(29) = 0 ;SYN ready 《---【代码同步】
            triggerall = !((Parent,life=[0,1]) || (partner,life=[0,1])) ;Life-share end when either nearly dead (but link not broken until both nearly dead)
            triggerall = IsHelper(4211)
            triggerall = var(10) = 1 ;IGNIZ's BIONIC LINK is on
            trigger1 = !NumHelper(97864)
            value = parent,var(18)-floor((parent,var(17)+parent,var(18))/2)
            kill = 0
            absolute = 1
            ignorehitpause = 1
            【代码同步】队友生命操作结束,通知本体进行本体生命操作
            ;------------------------------
            ;Syn reset var 29
            ;------------------------------
            [State 0, ParentVarSet];var(29) reset tell root to continue
            type = ParentVarSet
            triggerall = root,var(29) = 0 ;SYN ready
            trigger1 = 1
            var(29) = 1111
            ignorehitpause = 1
            自身不濒死,队友濒死时,防止队友被KO
            ;------------------------------
            ;partner is nearly dead, life-share end, but link not broken until self is also nearly dead.
            ;------------------------------
            超级暂停防止KO
            [State -2, SuperPause]
            type = SuperPause
            triggerall = IsHelper(4211)
            triggerall = var(10) = 1 ;IGNIZ's BIONIC LINK is on
            triggerall = partner,alive
            triggerall = partner,life = 0 ;partner nearly dead, life-share end
            trigger1 = parent,life > 1 ;self not nearly dead
            trigger1 = parent,alive
            time = 2
            anim = -1
            movetime = 2
            darken = 1
            p2defmul = 1
            poweradd = 0
            unhittable = 1
            ignorehitpause = 1
            NOKO断言防止KO
            [State 0, AssertSpecial]
            type = AssertSpecial
            triggerall = IsHelper(4211)
            triggerall = var(10) = 1 ;IGNIZ's BIONIC LINK is on
            triggerall = partner,alive
            triggerall = partner,life = 0 ;partner nearly dead, life-share end
            trigger1 = parent,life > 1 ;self not nearly dead
            trigger1 = parent,alive
            flag = noko
            ignorehitpause = 1
            回血1点(life=0变为life=1)
            [State 0, TargetLifeadd]
            type = TargetLifeadd
            triggerall = IsHelper(4211)
            triggerall = var(10) = 1 ;IGNIZ's BIONIC LINK is on
            triggerall = partner,alive
            triggerall = partner,life = 0 ;partner nearly dead, life-share end
            trigger1 = parent,life > 1 ;self not nearly dead
            trigger1 = parent,alive
            value = 1
            kill = 0
            absolute = 1
            ignorehitpause = 1


            9楼2012-11-28 17:22
            回复
              —————————————————
              -2下需要设置一些必要的辅助系统:
              贴图技能条等代码略去。
              本体生命操作处于本体-2下:
              ;------------------------------
              ;Igniz lifeadd actually perform
              ;------------------------------
              [State -2, LifeAdd];life chain - igniz (+/-) (normal or nightmare both here)---received from helper(4211)
              type = LifeAdd
              Triggerall = var(29) = 1111 ;SYN ready 《---【代码同步】
              Triggerall = var(39) = 1
              triggerall = !((life=[0,1]) || (partner,life=[0,1])) ;Life-share end when either nearly dead (but link not broken until both nearly dead)
              TRIGGERALL = !IsHelper ;not shadow clone
              triggerall = NumPartner
              triggerall = Numhelper(4211)
              triggerall = Helper(4211),stateno = 4215
              trigger1 = var(23) != 0
              value = var(23)
              kill = 0
              absolute = 1
              ignorehitpause = 1
              【代码同步】本体生命操作结束,通知永续target helper进行队友生命操作
              ;------------------------------
              ;Syn reset var 29
              ;------------------------------
              [State 0, VarSet];var(29) reset tell helper to continue
              type = VarSet
              Triggerall = var(29) = 1111 ;SYN ready
              TRIGGERALL = !IsHelper ;not shadow clone
              trigger1 = 1
              var(29) = 0
              ignorehitpause = 1
              队友不濒死,自身濒死时,防止自身被KO
              ;------------------------------
              ;self is nearly dead, life-share end, but link not broken until partner is also nearly dead.
              ;------------------------------
              超级暂停防止KO
              [State -2, SuperPause]
              type = SuperPause
              Triggerall = var(39) = 1
              TRIGGERALL = !IsHelper ;not shadow clone
              triggerall = NumPartner
              triggerall = Numhelper(4211)
              triggerall = Helper(4211),stateno = 4215
              triggerall = alive
              triggerall = life = 0 ;self nearly dead, life-share end
              trigger1 = partner,alive
              trigger1 = partner,life > 1 ;partner not nearly dead
              time = 2
              anim = -1
              movetime = 2
              darken = 1
              p2defmul = 1
              poweradd = 0
              unhittable = 1
              ignorehitpause = 1
              NOKO断言防止KO
              [State -2, Assertspecial]
              type = Assertspecial
              Triggerall = var(39) = 1
              TRIGGERALL = !IsHelper ;not shadow clone
              triggerall = NumPartner
              triggerall = Numhelper(4211)
              triggerall = Helper(4211),stateno = 4215
              triggerall = alive
              triggerall = life = 0 ;self nearly dead, life-share end
              trigger1 = partner,alive
              trigger1 = partner,life > 1 ;partner not nearly dead
              flag = noko
              ignorehitpause = 1
              回血1点(life=0变为life=1)
              [State -2, Lifeadd]
              type = Lifeadd
              Triggerall = var(39) = 1
              TRIGGERALL = !IsHelper ;not shadow clone
              triggerall = NumPartner
              triggerall = Numhelper(4211)
              triggerall = Helper(4211),stateno = 4215
              triggerall = alive
              triggerall = life = 0 ;self nearly dead, life-share end
              trigger1 = partner,alive
              trigger1 = partner,life > 1 ;partner not nearly dead
              value = 1
              kill = 0
              absolute = 1
              ignorehitpause = 1
              NOKO断言:
              由于情况过于复杂,所以用变量统计
              [State 0, VarSet];noko judge initiate var(21)
              type = VarSet


              10楼2012-11-28 17:24
              收起回复
                TRIGGERALL = !IsHelper ;not shadow clone
                trigger1 = 1
                var(21) = 0
                ignorehitpause = 1
                何时应该启用NOKO:均非濒死时、有且仅有一方濒死时
                [State 0, VarSet];noko enable
                type = VarSet
                TRIGGERALL = !IsHelper ;not shadow clone
                triggerall = var(21) = 0
                triggerall = NumPartner
                triggerall = Numhelper(4211)
                triggerall = Helper(4211),stateno = 4215
                ;Link broken when both nearly dead (end life-share)
                trigger1 = (life!=[0,1]) || (partner,life!=[0,1])
                ;but not when "self life = 0 but should not ko" --- because self will regain to life=1 next tick, if partner not nearly dead
                trigger2 = (Life=[0,1]) && alive && (partner,alive) && (partner,life>1)
                ;but not when "partner life = 0 but should not ko" --- because partner will regain to life=1 next tick, if self not nearly dead
                trigger3 = (partner,life=[0,1]) && (partner,alive) && alive && life>1
                var(21) = 1
                ignorehitpause = 1
                何时不应该启用NOKO:对手life=0,应取消NOKO,否则对手也无法被杀死。
                注意大前提:自己和队友非濒死(life=0)
                [State 0, VarSet];noko disable when ensure emeny ko
                type = VarSet
                TRIGGERALL = !IsHelper ;not shadow clone
                triggerall = var(21) = 1
                triggerall = ifelse(alive,ifelse(life>0,1,0),1) ;self must not ko incorrectly --- if alive, then must not life=0
                triggerall = ifelse((partner,alive),ifelse((partner,life>0),1,0),1) ;partner must not ko incorrectly--- if alive, then must not life=0
                trigger1 = NumEnemy = 1
                trigger1 = EnemyNear(floor(fvar(36))),life=0 ;[0,1]
                trigger1 = EnemyNear(floor(fvar(36))),alive
                trigger2 = NumEnemy = 2
                trigger2 = EnemyNear(floor(fvar(36))),life=0 ;[0,1]
                trigger2 = EnemyNear(floor(fvar(36))),alive
                trigger3 = NumEnemy = 2
                trigger3 = EnemyNear(floor(fvar(36))+1),life=0 ;[0,1]
                trigger3 = EnemyNear(floor(fvar(36))+1),alive
                var(21) = 2
                ignorehitpause = 1
                NOKO断言。
                注意胜利、失败、平局后,却处于roundstate = 2时,不应断言,否则对手即便已死,也会卡住,无法播放胜利动作。
                [State 0, AssertSpecial]; ---- DO NOT CHANGE THIS!!!
                type = AssertSpecial
                TRIGGERALL = !IsHelper ;not shadow clone
                triggerall = !((win || lose || drawgame) && roundstate = 2)
                trigger1 = var(21) = 1
                flag = noko
                ignorehitpause = 1
                —————————————————
                综上所述,神代码副作用:
                【无视当身的hitdef】:无
                【永续target】:连击数不重置、对手/自己死亡后无法跳转到落幕
                补救方法:不显示连击数(hitadd -999)、胜利/失败/平局后取消永续target
                【superpause冻结】:无
                【NOKO断言】:对手无法死亡、对手/自己死亡后无法跳转到落幕
                补救方法:有条件的NOKO断言
                —————————————————
                缺陷:
                120-155为mugen内建防御状态,当本体/队友处于这些状态时,生命操作不精确,会导致并非真正的1/2伤害
                (会上下震荡极少伤害值,约为十几到几十)
                连击数不显示。
                队友必须可以被攻击到,若队友一直保持无敌,无法捕获,那也无可奈何。
                队友被捕获前就死了,无可奈何。(神代码【苏生】可以办到,但是副作用及其巨大,不稳定易自杀,且无法用于新版mugen)
                队友无敌时,常常错误的捕获到自己,再纠错放开自己,于是可见捕获成功前,自身在不断无敌受身。
                【无视当身的hitdef】:面对神代码【冻结当身】无效。
                【superpause冻结】:面对神代码【冻结解除】无效。
                【NOKO断言】:面对神代码【超即死】、【直死】及更高神代码无效。
                —————————————————
                其他:
                伊格尼斯的梦魇模式下,自身、队友、影之克隆各自分担“自身、队友”所受伤害的1/3。
                即影之克隆是单向的分担。
                影之克隆单向分担代码和此处不同,鉴于没有普适性,略去。
                螺丝曾经使用单个变量循环记录,来记录损失的血量,而不是现在直接用总血量减去当前血量。
                但之后被证实,虽然平时运作正常,但是一旦自身/队友处于120-155防御状态,则变量数据错位,
                即使使用代码同步机制,或者避开防御状态,等防御结束再操作,也无法实现正确的生命均分。
                根据高等神代码应用【140循环】,螺丝估计这里防御状态有隐藏干扰,所以该方案被作废。
                生命均分效果会造成自身及队友有且仅有一方濒死时,濒死的一方无法被KO,直至自身和队友均濒死。
                由于有条件的NOKO断言,偶尔会造成自身及队友“必须同时被打到life=0”方可被KO。
                 


                11楼2012-11-28 17:24
                回复
                  2025-08-02 09:43:19
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                  双人组队模式是mugen的一大特色,相关代码也比较繁琐。
                  组队AI、TAG换人系统等都基于该模式,虽然昙花一现,但是确实开辟了新天地。
                  螺丝在此概述以上两个古怪的神代码组队技能,希望能够抛砖引玉,
                  帮助大家变换思路,挖掘神代码用于普通角色的潜力。


                  12楼2012-11-28 17:29
                  收起回复
                    鉴于神代码的副作用,欢迎大家反馈任何其他BUG,感谢。
                    (仅限普通角色对战,且不含检测不自重开关...)


                    20楼2012-11-28 23:18
                    回复
                      两类代码的模板:
                      技能移植需要的助手ID号、变量号、状态号、动画号,不得冲突,
                      因此请查阅人物,以“不和人物原代码有冲突”的助手ID号、变量号、状态号、动画号,
                      替换代码中“所有”的以下【】内容(含方括号本身)
                      由于【】以中文标记,请直接以记事本方式替换代码,
                      旧版FF可能将复制黏贴后的中文认错为乱码。
                      代码中time=60(或70)的superpause控制器,为复活盟友启动时、触发时、以及生命链接启动时的留给动画音效的暂停时间。
                      由于该模板【不含任何素材】因此没有图片特效也没有音效,请自行在这两处添加。
                      (或者你可以就此不要特效音效,并将superpause的time和movetime缩短,让启动时的“卡屏”几乎察觉不到)
                      http://pan.baidu.com/share/link?shareid=144783&uk=4127517397


                      28楼2012-12-02 14:07
                      回复